Treasury of The Machine PDF 04.12.18
Treasury of The Machine PDF 04.12.18
Credits
Authors: Tim Hitchcock, Robert Brookes, Jeff Lee, and Jonathan H. Keith
Editing and Development: Jason Nelson
Starfinder Development: Lyz Liddell, Landon Winkler
Artists: Michael Jaecks, Dio Mahesa, Chris McFann, and Tanyaporn Sangsnit
Design and Layout: Lj Stephens
Legendary Games Team Members: Anthony Adam, Alex Augunas, Kate Baker, Jesse Benner,
Clinton J. Boomer, Robert Brookes, Benjamin Bruck, Carl Cramer, Paris Crenshaw, Joel Flank,
Matthew Goodall, Jim Groves, Amanda Hamon Kunz, Steve Helt, Thurston Hillman, Tim
Hitchcock, Victoria Jaczko, Jenny Jarzabski, N. Jolly, Jonathan H. Keith, Michael Kortes, Jeff Lee,
Nicolas Logue, Will McCardell, Julian Neale, Jason Nelson, Jen Page, Richard Pett, Tom Phillips,
Alistair Rigg, Alex Riggs, David N. Ross, Wendall Roy, Amber Scott, Mark Seifter, Tork Shaw, Mike
Shel, Loren Sieg, Neil Spicer, Todd Stewart, Russ Taylor, Greg A. Vaughan, Mike Welham, Linda
Zayas-Palmer, and Clark Peterson
Publisher: Jason Nelson
Executive Partner: Neil Spicer
Business Director: Rachel Ventura
Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games product
designated as Open Game Content is the rules content (creature stat blocks and names of skills, etc., taken from the SRD) as
defined in the Open Game License version 1.0a Section 1(d). The front and back cover, back matter, introduction and Credits
page, as well all other parts of this product including all text not specifically designated as Open Game Content is not Open
Game Content. No portion of this work other than the material designated as Open Game Content may be reproduced in
any form without written permission.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
1.0a, Section 1(e), and are not Open Content: Legendary Games, Legendary Planet, the Legendary Games Logo, Adventure
Path Plug-In, Treasury of the Machine (Starfinder), as well as all trademarks, registered trademarks, proper names (including the
names of each character, location, item or monster unique to this product), dialogue, plots, storylines, locations, characters,
artworks, and trade dress, but excluding any content that is Product Identity of Wizards of the Coast. (Elements that have
previously been designated as Open Game Content are not included in this declaration.)
Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by
others is not a challenge to their ownership and is used under Fair Use.
S p e c i a l E l e c t r o n i c F eat u r e s
We’ve hyperlinked this product internally from the Table of Contents and externally
with references to the official rules. The point is not to supersede the game books, but
rather to help support you, the player, in accessing the rules, especially those from
newer books or that you may not have memorized.
The majority of technological weapons are ranged Discipline Rod (Light, Harsh, Merciless)
weapons, although some high-tech melee weapons can be
These black metal rods use electrical impulses designed
found on the market as well.
to cause the most pain possible without underlying
nerve damage.
Discipline: If a creature is implanted with
a discipline chip (see page 8) set to the weapon’s
signal, the wielder of the weapon gains a +20
circumstance bonus to hit that creature and ignores
any concealment it has. The wielder of a discipline
weapon gains +2 to Intimidate checks against an
individual with an associated chip so long as the weapon
is clearly displayed.
Rapture Ray
These burnished metal rods use electrical signals and
patterns of light to stimulate intense and distracting
pleasure in the target.
Addiction: The target must succeed at a Fortitude save
or become addicted to its effects (see the Starfinder Core
Rulebook). The addiction follows the mental track and
the save DC to resist the effects is equal to 10 + half the
weapon’s item level.
Fascinate: A creature struck by this weapon gains
the fascinated condition for one round and takes a –4
penalty to all skill checks attempted as reactions.
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Weapon Level Price Damage Range Critical Capacity Usage Bulk Special
Screamer pistol, cursed 1 400 1d4 So 40 ft. Hex 20 charges 2 L —
Rapture ray 3 1,200 — 60 ft. Addiction 20 charges 2 L Fascinate,
rapture
Discipline rod, light 4 3,000 1d8 E 60 ft. Staggered 20 charges 1 L Discipline,
nonlethal
Screamer pistol, 6 5,200 1d10 So 40 ft. Hex 20 charges 2 L —
damned
Discipline rod, harsh 8 10,000 2d8 E 60 ft. Staggered 20 charges 1 L Discipline,
nonlethal
Screamer pistol, soul 13 50,000 2d10 So 40 ft. Hex 40 charges 2 L —
Discipline rod, 15 95,000 3d8 E 60 ft. Staggered 20 charges 1 L Discipline,
merciless nonlethal
Screamer pistol, 17 255,000 3d10 So 40 ft. Hex 40 charges 2 L —
banshee
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Rapture: If a creature is implanted with a rapture Cage Rifle (Crawling, Living, Consuming)
chip (see page 8) set to the weapon’s signal, the wielder
This piece of arcane technology surrounds the target with
of the weapon gains a +20 circumstance bonus to hit that an electrical field that, if it takes hold, arcs over them and
creature and ignores any concealment it has. The wielder into their allies.
of a rapture weapon gains +2 on Bluff and Diplomacy
checks against an individual with an associated chip so Caged Arc: The target is surrounded by a cage of energy.
long as the weapon is clearly displayed. At the beginning of its turn each round, the target takes
the listed electricity damage. If one or more creatures
comes within 10 feet of a caged target, each creature takes
Screamer Pistol the listed electricity damage and the cage is broken. The
(Cursed, Damned, Soul, Banshee) cage can also be broken with dispel magic.
These hybrid weapons were first created by covens
of mystics who added their own eldritch touches to Kinesis Grappler
technology. Those subject to the screamer pistol compare (Zero, Lunar, Planetary, Stellar, Black)
its horrible shrieks to those of damned souls.
These heavy black rifles allow the wielder to affect the local
Hex: For 1 round, whenever the target rolls for an gravity of a target.
attack, ability check, saving throw, or skill check, they must
Kinesis: The wielder can use a kinesis weapon to attempt
roll twice and use the lower result. a bull rush or trip combat maneuver against a target within
its first range increment instead of a normal attack. This
Longarms consumes charges as normal for firing the weapon.
Chain Scattergun
(Street, Tactical, Impact, Vortex)
These scatterguns feature expanded capacity and
improved rate of fire at the cost of a great deal of added
weight and kick. As such, they are usually only brought out
when someone absolutely needs to massacre a crowd or
remind a crowd of their potential fate.
Weapon Level Price Damage Range Critical Capacity Usage Bulk Special
Kinesis grappler, zero 3 1,200 1d6 B 30 ft. Knockdown 20 charges 2 2 Kinesis
Cage rifle, crawling 4 2,500 1d8 E 90 ft. Caged arc 1d4 20 charges 1 1 Analog
Kinesis grappler, lunar 6 4,500 2d6 B 30 ft. Knockdown 20 charges 2 2 Kinesis
Kinesis grappler, planetary 11 24,000 4d6 B 60 ft. Knockdown 20 charges 4 2 Kinesis
Cage rifle, living 13 52,000 3d8 E 90 ft. Caged arc 3d4 40 charges 4 1 Analog
Kinesis grappler, stellar 16 193,000 8d6 B 60 ft. Knockdown 40 charges 4 2 Kinesis
Kinesis grappler, black 19 620,000 10d6 B 60 ft. Knockdown 40 charges 4 2 Kinesis
Cage rifle, consuming 20 1,125,000 10d8 E 90 ft. Caged arc 10d4 100 charges 10 1 Analog
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Weapon Level Price Damage Range Critical Capacity Usage Bulk Special
Chain scattergun, street 2 750 1d8 P 15 ft. — 12 shells 3 2 Analog, blast
Chain scattergun, tactical 5 3,500 1d10 P 15 ft. Knockdown 24 shells 4 2 Analog, blast
Chain scattergun, impact 12 34,000 3d10 P 30 ft. Knockdown 24 shells 6 2 Analog, blast
Gravity cannon, 13 54,000 8d6 B 120 ft. Singularity 80 charges 16 3 —
experimental (medium)
Gravity cannon, military 16 103,000 11d6 B 120 ft. Singularity 100 charges 10 3 —
(high)
Chain scattergun, vortex 19 520,000 10d10 P 30 ft. Knockdown 24 shells 8 2 Analog, blast
Gravity cannon, rift 20 930,000 19d6 B 120 ft. Singularity 100 charges 10 3 —
(severe)
Weapon Level Price Damage Range Critical Capacity Usage Bulk Special
Sniper laser, hunting 1 250 1d6 F 80 ft. Burn 1d6 20 charges 4 1 Sniper (250 ft.),
unwieldy
Sniper laser, variable 4 2,000 1d12 F 80 ft. Burn 1d6 20 charges 5 1 Sniper (500 ft.),
unwieldy
Sniper laser, expert 10 16,000 2d12 F 80 ft. Burn 1d6 40 charges 8 1 Sniper (1000 ft.),
unwieldy
Sniper laser, focused 14 71,000 3d12 F 100 ft. Burn 2d6 40 charges 10 1 Sniper (1000 ft.),
unwieldy
Sniper laser, horizon 18 325,000 5d12 F 100 ft. Burn 4d6 80 charges 16 1 Sniper (1500 ft.),
unwieldy
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explosion, plus and an additional 5 feet for every 5 by which
they failed the save. Unattended objects completely within
the affected area are also drawn to the center.
Zero-G Grenade
These grenades temporarily negate gravity in their radius.
Each creature that fails its save is rendered off-kilter until the
duration expires or it moves outside of the zero-gravity area.
W ea p o n F u s i o n s
Although weapons depending on magic for their
effectiveness are rare among the stars, most weapons can
be improved with mystical weapon fusions.
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levels of the weapon, rounded down. If the weapon already open space, taking 1d6 points of damage for every 5 feet of
has a critical hit effect, when you score a critical hit, you distance traveled. This burns out the ghoster unit, giving it the
can apply either the weapon’s normal critical hit effect broken condition until repaired.
or the caged arc effect. Only weapons that deal electricity
damage can benefit from this fusion. Gravity Normalizer Level 4 Price 2,000
Armor Upgrade (Light, Heavy, 1 Slot) Bulk —
Ectosight Level 3 Capacity 20; Usage 1/minute
The ectosight fusion constructs a temporary sight for When created, this upgrade is set to a specific gravity level,
the weapon out of ghostly ectoplasm. The weapon gains typically that of the creator’s home world. When activated,
the sniper weapon special property with a range equal the normalizer creates a localized field of the specified gravity
to five times its normal range. You must be proficient for the wearer and all gear carried. Any items released by the
in both the weapon’s type and sniper weapons to gain wearer of a gravity normalizer become immediately affected
the benefits of this fusion. This fusion can be added by local gravity. When used in an area of zero gravity, the
only to ranged weapons without the blast or line wearer of the gravity normalizer can choose which direction
special quality. is “down” as a move action on their turn. Should the wearer
fall while the gravity normalizer is functional, she falls at the
Hexing Level 5 normal rate for the set gravity.
The hexing fusion wraps a layer of curses around
the weapon, infecting its targets with bad luck. The
weapon gains the hex critical hit effect
(see pg. 4). If the weapon already has
a critical hit effect, when you score a
critical hit, you can apply either the
weapon’s normal critical hit effect or
the hexing effect.
Armor
Upgrades
Armor must frequently adapt to different
environments, leading to modular upgrades
being both common and popular.
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Cybernetic ROBOT CONTROL HARNESS
A u g m e n t at i o n s (Technological Artifact)
SYSTEM Spinal Column
Cybernetic augmentations are a form of technology that
must be implanted in a body before it can function. Price Priceless Level 20
Cybernetics typically augment a character’s abilities and
Built by a forgotten civilization to remotely operate robots in
statistics, following the rules in the Starfinder Core Rulebook.
areas hostile to organic life, robot control harnesses eventually
became co-opted for combat application. This articulated spine
includes spurs of metallic exoskeleton over the augmented
creature’s back and, less noticeably, swarms of nanites in their
bloodstream.
Once implanted, the robot control harness can be used to
assume control of any construct with the robot subtype within
line of sight as a standard action. If the robot is not willing, it
must succeed at a DC 25 Will save to resist control. You can
control only one robot at a time with a robot control harness,
and control can be dismissed on your turn without requiring
an action.
A robot under the influence of a robot control harness will
follow simple verbal commands (come, attack, halt, retrieve)
provided it remains within your line of sight. The robot
remains under your control until the harness is removed or
you dismiss control.
In order to perform more complex commands, you can
spend a full action to enter remote control mode. In remote
control mode, your physical body has the helpless condition
and you are unaware of your surroundings and can’t attempt
Perception checks regarding your physical surroundings.
DISCIPLINE CHIP SYSTEM Brain When in remote control mode, you effectively possesses the
robot, placing your own awareness within the robot’s body.
Price 150 Level 1
The robot retains its base attack bonus and physical ability
A discipline chip is installed in the pain center of a creature’s scores, but gains your mental ability scores, skills, and feats.
brain. Successful implantation leaves no trace of the operation. You can disengage from remote control mode on their turn
As it is put in place, the chip can be attuned to the frequencies without spending an action.
of any number of discipline rods (see pg. 2). Changing the
attuned frequencies requires 1 minute and a successful DC A robot control harness uses your Resolve Points as
21 Computers check (with a +5 circumstance bonus if the charges. It consumes 1 Resolve Point when you attempt to
creature attempting the check is holding one of the attuned take control of a new robot, and 1 Resolve Point per minute
discipline rods). while in remote control mode.
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Adrenal Enhancement SYSTEM Endocrine Chemosols
Model Level Price
“Chemosol” is a term loosely used to refer to any number
Mk 1 2 800 of different types of chemicals that come in small,
Mk 2 6 3,200 highly pressurized canisters. Activated by depressing a
Mk 3 10 18,000 button on its top, a chemosol canister unleashes a 15-
foot cone of contact chemicals or inhalants. Common
Mk 4 14 74,000
chemicals include artificial hormones or pheromones,
Mk 5 18 362,000 neurological disruptors, and irritants. The effects and
An adrenal enhancement boosts the subject’s adrenal costs of assorted chemicals are listed below. Each
gland, granting the capacity for supernatural feats of canister contains a single dose or application of the
strength. The subject gains an enhancement bonus desired chemical.
equal to the augmentation’s mark to Strength checks and If a chemosol’s effects include a saving throw, the DC
Athletics checks. is equal to 10 + half the item’s level + your Intelligence
modifier. Chemosols are considered poisons for the
Dermal Photosynthesis SYSTEM Skin purposes of immunities and bonuses to saving throws.
Price 125 Level 1
CS1: Artificial Hormone
A character with dermal photosynthesis has tens of thousands
of tiny photoreceptive cells implanted in their skin. These cells Price 450 Level 3 Bulk L
and associated nanites in the character’s bloodstream convert Inhaling these chemicals creates a causes a sudden spike
solar energy into biological energy. So long as a character blood pressure and a rapid elevation of the individual’s stress
with dermal photosynthesis is exposed to direct sunlight for 3 level. Each creature coming into contact with the chemical
hours a day, they do not need to eat. must attempt a Fortitude save. On a failure, the individual
becomes lightheaded and unable to concentrate, gaining the
M e d i c a l G ea r flat-footed condition and taking a –2 penalty to Will saves for
1d4 rounds.
As weapons ceaselessly advance, so too must the techniques
to heal the wounds they leave behind. CS2: Artificial Pheromones
Price 50 Level 1 Bulk L
Nanite Tissue Gauze
Artificial pheromones can be used to impair the judgment
Price 40 Level 1 Bulk L
of creatures that inhale them. Humanoids exposed to CS2
Nanite tissue gauze comes in small spools of a material similar must succeed at a Fortitude save or take a –4 penalty to
in appearance to surgical gauze, individually vacusealed in Sense Motive checks for 1 hour.
clear plastic. Closer inspection reveals the gauze to be woven
from strands of a pliable and fleshy-feeling compound. Using
a spool of nanite tissue gauze allows a character to attempt a
Medicine check to Treat Deadly Wounds as a standard action.
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CS3: Irritant CS6: Neurological Exciter
Price 100 Level 2 Bulk L Price 15,500 Level 13 Bulk L
These pressurized chemical irritants can be sprayed Functioning similarly to the Neurological Disruptor,
into an area, causing the victims’ flesh to break out into this neurotoxin causes agonizing convulsions in affected
a painful, blistering rash. On a failed Fortitude save, an humanoids who fail their Fortitude saves. Victims are both
affected creature takes 1d6 nonlethal acid damage and is flat-footed and staggered during the convulsions. After
staggered for 1 round. their action each round, an affected creature moves 5 feet
in a random direction and can attempt a new Fortitude
CS4: Stimsensitizer save to end this condition.
Price 1,200 Level 6 Bulk L
This canister sprays a cloud of chemicals that greatly increase
sensitivity to sensory stimulus. On a failed Fortitude save, an Other
exposed creature is hypersensitive for 1 hour. During that
time, the target takes a –4 penalty to saving throws against Technological
effects that cause the blinded, dazzled, deafened, nauseated,
or sickened conditions. Each time an affected creature must Items
attempt a save against one of these conditions, it takes 3d6
nonlethal damage from sensory overload. However, an This catchall category includes a wide range of devices,
affected creature also gains a +4 enhancement bonus to from relatively minor gizmos like a vacusealer to
Perception checks for the same duration. technological horrors like amnesia ticks.
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When activated and tossed onto a target creature as a ranged number of UPBs equal to a technological item’s purchase price,
attack targeting KAC, the tick affixes itself into exposed flesh near the polytool can reproduce that item. This process requires 1
the head—typically behind the victim’s ear. Once attached, it begins minute per bulk of the completed item (or a full action for items
emitting a disruptive frequency directly into the central nervous with less than 1 bulk). A character can use a polytool to produce
system that temporarily alters the victim’s memory and perception. items with a level up to their number of ranks in Engineering.
The host must succeed at a DC 18 Will save or become stricken
with an electronically generated form of global transient amnesia
that lasts for as long as the probe remains active or until the tick
Solar Array
is removed. In this state, the individual remains fully cognizant of Price 1,000 Level 3 Bulk 10
their own identity and readily recognizes friends; however, they This sharp-cornered metal box can be unfolded into a 10-foot
cannot recall basic information, recent history, or conversations, and
square of paneling that is metal on the underside but a glassy
they remain utterly confused about where they are and what they
black on the top, with intricate traceries of metal filaments visible
are doing. While they retain memories of past years, they cannot
recall any event of significance that occurred in the last 24 hours. just beneath the surface. The array has a port for plugging in
Furthermore, the victim doesn’t recognize any individuals or places batteries. In full sunlight, the attached battery will gain 1 charge
to whom they have been introduced within the previous 24 hours. every 4 hours. In indirect sunlight or overcast conditions, the
solar array provides 1 charge every 12 hours instead.
The tick can be found and removed with a DC 18 Medicine
check using the treat drugs or poison task.
Thermal Bag
A typical amnesia tick possesses enough energy to maintain its
signal for 1d3 hours, after which it runs out of power and detaches Price 25 Level 1 Bulk —
from the victim. As soon as it detaches, the effect wears off and the A thermal bag is a piece of emergency survival equipment
individual’s memory returns to normal, though they can recall only used to protect an individual from subzero temperatures.
murky recollection of major occurrences within the last 24 hours.
The bag comes in a tiny canister about the size of a human’s
Circuit Tracer-Cloner thumb. When the seal is popped, the thermal bag rapidly
expands forming a full sized sleeping bag large enough to fit
Price 4,250 Level 6 Bulk L
one Medium creature. Chemicals within the bag’s lining react
This handheld orb has two depressions near its base from which a to the expansion, producing heat and warming the inside
pair of extractable clips protrude. When these clips are attached to temperature to a comfortable 85ºF.
any two points along the path of an electronic circuit, the user can
activate the device to send out a burst of electrons that run a tracer Once opened, the bag remains hot for 24 hours, after
signal, quickly determining the precise schematic of the circuit and which point it becomes an ordinary insulated sleeping bag
identifying any breaks or malfunctions in the circuit path. safe to use in any temperature above 0°. Unfortunately, once
released from the carrying canister, the expanded bag remains
Creating the map requires uninterrupted access to the
electronic device in question for a full minute. This information at full size and cannot be returned to the canister.
gleaned is helpful to anyone capable of building or repairing
circuits, providing them a +4 insight bonus on checks to repair Thermal Salts
or recreate the mapped device. Mapping a new device replaces Price 300 Level 2 Bulk L
the last device in memory. For starships and other large systems,
the circuit tracer-cloner can map only one particular subsystem Thermal salts are small, salt-like crystals packed into a
(for example, the forward weapons or life support). 4-inch-long rectangular soft mesh pouch. When crushed as
a standard action, the salts cause a chemical reaction that
Nanoweave Rope releases a substantial amount of thermal energy, rapidly
Price 25/10 ft. Level 3 Bulk L/50 ft. heating a 5-foot-diameter area of any material the pouch
touches. Objects in that area take 1d6 fire damage each round
Nanoweave is a light, durable material constructed of interwoven
for the next 10 rounds. Characters beginning their turn in the
carbon nanofibers. This versatile material can be crafted into a
area or passing through that area also take this damage.
number of useful forms and tools, but by far the most common
is thin, black rope. Nanoweave has a hardness of 10.
Vacusealer
Other items primarily made out of cloth, leather, or wood
can be built from nanoweave as well. Their bulk is reduced to Price 40 Level 1 Bulk 1
half but the cost is 20 times normal. This strange device looks somewhat like a gun with an
oversized grip and trigger. The wide barrel holds foot a pair
Polytool of clear tubular glass cartridges that look like twin syringe
Price 8,750 Level 8 Bulk 2 chambers connected to a single nozzle. Each cartridge holds
A polytool is a miniature fabrication laboratory condensed an identical amount of a different colored syrupy liquid: one
into a single wearable piece of technology. By consuming a pale yellow, and the other slightly milky.
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A detector globe can hold up to 5 charges. While a battery
is plugged into the port at the bottom of the detector globe,
the metal filaments glow brightly as it drains the battery until
the globe reaches 5 charges.
Memory Transfer
Probe (MTP)
Price 49,500 Level 13 Bulk 1
This device has the appearance of a long surgical needle
with a tiny glowing transmitter affixed to the top of the
shaft. An MTP is designed to extract or install the image
of a memory and transfer it to an external storage device
When the vacusealer’s trigger is compressed, it releases a rapid- such as a computer. The filled needle can be inserted into
hardening polymer that can be used to seal and protect electronics an individual through the spine, near the base of the skull,
or other delicate objects. The foam requires 1 minute to fully set, where it sends specific electromagnetic frequencies into the
but once it does it grants 20 temporary Hit Points to the object. An individual’s brain that can then be interpreted as a stored
object covered in foam cannot be used normally and cannot move memory or translate the brains pulses and record them as a
under its own power without first breaking the foam. new memory. A stored image may contain words or merely
be an image or series of events. Individuals wishing to
Although most humanoids find it necessary to breathe and experience the memory can access it using a computer and
move, neither of which possible without breaking the foam, androids applying the MTP to themselves.
will sometimes remain motionless within the foam for long periods.
Inserting the probe properly requires a successful DC 18
Medicine skill check; on a failure, the individual takes 1d3
Hybrid Items Wisdom damage and must wait until the mental scaring is
fully healed before the procedure can be attempted again.
Even with all the technology in the galaxy at your fingertips,
certain tasks can only be accomplished with magical assistance. The probe can transfer only one memory at a time, and
a computer can store up to 10 minutes of memory per tier.
After 50 uses, an MTP begins to break down and malfunction,
Detector Globe
altering memories or retaining only part of the information,
Price 4,800 Level 6 Bulk 1 which poses significant risk to the user.
This small globe is only 5 inches in diameter. It is an absorptive
matte black but intricately worked with metal filaments around
a battery port. A detector globe is activated by tracing the metal Variant Androids
filaments in a certain pattern, discoverable with a successful
DC 25 Engineering or Mysticism check. As soon as the pattern While most androids encountered in the land of superscience
is complete, the filaments begin to glow and the globe ascends are human in appearance, newer androids created through
upward to a height of 20 feet, stopping gently if it hits something use of technological artifacts or the machinations of alien
intelligences can come in any number of shapes and sizes.
before it reaches its maximum height. Rays arc out from the
filaments, running over and through every object in a 30-foot The below racial variants can be chosen by android
radius. Any effect or item that would be visible with detect magic characters and change their outward physical appearance
glows blue in the light of the rays. Any afflicted creature or object (including height and weight) to match the respective race,
(as detect affliction) glows green, and any intelligent creature glows in addition to granting different skill options. However,
silver. Detected objects and effects that leave the 30-foot radius these variant designs do not have the simple modularity to
cease glowing when they leave the radius. Detectable objects and allow for the traditional android upgrade slot.
effects that enter the radius immediately start glowing.
The detector globe stays aloft for 1 minute before gently Racial Presence
descending to the floor, stopping if it reaches an intervening You were constructed to resemble a member of a race
obstacle (such as its owner’s hand). As soon as it begins to other than human. Your height and weight are within the
descend, the rays flicker out, the charge expended. range of your apparent type. You also gain a race-specific
The rays of a detector globe can penetrate barriers, but 1 benefit in place of your upgrade slot.
foot of stone, 1 inch of common metal, a thin sheet of lead, or ChlorvianLPPG Design: Construct and plant (rather than
3 feet of wood or dirt blocks them. humanoid) types; tough skin as chlorvian.
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Dwarf Design: +4 racial bonus to KAC against bull equivalent to the purple force field armor upgrade. Damage
rush and trip combat maneuvers. dealt to the robot is applied to the force field first. The force
Elf Design: +2 racial bonus to Perception checks. field has 5 temporary Hit Points and fast healing 2.
Gnome Design: Small size; you gain the following spell- Sure-Footed (Ex) A walking eye’s limbs were designed to keep
like abilities: 1/day—dancing lights, ghost sound, token spell. it mobile in a variety of terrains. A walking eye’s movement
Half-Elf Design: +2 racial bonus to Perception checks. is unhampered when in difficult terrain, though it still
cannot run or charge in such terrain.
Half-Orc Design: +2 racial bonus to Intimidate checks.
Halfling Design: Small size; +2 racial bonus to Stealth checks. Surveillance (Ex) A walking eye can record whatever it can
detect with its senses, recording up to 8 hours of images
Kasatha Design: Four-armed as kasatha.
and sounds before filling its data banks. These recordings
Lashunta Design: Limited telepathy as lashunta. can be played back on command, the walking eye projecting
Shirren Design: Blindsense as shirren. a three-dimensional image of the data, including recorded
audio. The recording can skip forward or back as desired
TretharriLPPG Design: Multi-armed as tretharri.
by whoever commands the walking eye.
Vesk Design: Natural weapons as vesk.
Ysoki Design: Small size; cheek pouches as ysoki. Walking eyes were built as mobile spies and scouts. They
are programmed to observe as unobtrusively as possible,
ZvarrLPPG Design: Vestigial wings as zvarr.
fleeing from danger and attacking only in self-defense.
LPPG
this race is found in the Legendary Planet Player’s Guide The storage in a destroyed or helpless walking eye can
(Starfinder). be hacked to access or modify its surveillance data. The
default walking eye contains a tier 1 computer with the wipe
NEW ROBOT: WALKING EYE countermeasure, but some owners purchase further upgrades.
This metallic sphere is held aloft by four spindly, insect-like legs, A freshly initialized walking eye from a trusted source
and sports a single eye of red glass. usually costs 4,000 credits. However, due to potential
security issues and the difficulty in reinitializing the robot
Walking Eye CR 1 with a new owner, aftermarket models are generally worth
XP 400 less than their parts. Up to 400 credits worth of parts can
N Tiny construct (technological) be extracted from a walking eye with 10 minutes and a DC
Init +2; Senses darkvision 120 ft., low-light vision; Perception +10 20 Engineering check.
DEFENSE HP 12
EAC 11; KAC 12
Fort –1; Ref –1; Will +2
Defensive Abilities force field; Immunities construct immunities
Weaknesses vulnerable to critical hits, vulnerable to electricity
OFFENSE
Speed 40 ft., climb 20 ft.
Ranged integrated laser +6 (1d6 F)
STATISTICS
Str +0; Dex +2; Con —; Int +1; Wis +4; Cha +0
Skills Athletics +10, Stealth +10
Languages Common (can’t speak any language)
Other Abilities sure-footed, surveillance
ECOLOGY
Environment any
Organization solitary or security net (3–12)
SPECIAL ABILITIES
Force Field (Ex) A field of shimmering
energy surrounds a walking eye,
13
Keith Jeffery (Order #38988805)
OPEN GAME LICENSE Version 1.0a versions of this License. You may use any authorized version of this License
to copy, modify and distribute any Open Game Content originally distributed
The following text is the property of Wizards of the Coast, Inc. and is Copyright under any version of this License.
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 10. Copy of this License: You MUST include a copy of this License with every copy
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners of the Open Game Content You distribute.
who have contributed Open Game Content; (b) “Derivative Material” means 11. Use of Contributor Credits: You may not market or advertise the Open Game
copyrighted material including derivative works and translations (including Content using the name of any Contributor unless You have written permission
into other computer languages), potation, modification, correction, addition, from the Contributor to do so.
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means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit
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or otherwise distribute; (d) “Open Game Content” means the game mechanic and
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includes the methods, procedures, processes and routines to the extent **such
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Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
artwork, symbols, designs, depictions, likenesses, formats, poses, concepts,
themes and graphic, photographic and other visual or audio representations; Treasury of the Machine (Starfinder) © 2018, Legendary Games; Authors: Tim
names and descriptions of characters, spells, enchantments, personalities, Hitchcock, Robert Brookes, Jeff Lee, and Jonathan H. Keith, Adapted by Landon
teams, personas, likenesses and special abilities; places, locations, environments, Winkler and Lyz Liddell.
creatures, equipment, magical or supernatural abilities or effects, logos, symbols, System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan
or graphic designs; and any other trademark or registered trademark clearly Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave
identified as Product identity by the owner of the Product Identity, and which Arneson.
specifically excludes the Open Game Content; (f ) “Trademark” means the logos, The Hypertext d20 SRD. © 2004, Jans W Carton.
names, mark, sign, motto, designs that are used by a Contributor to identify itself
or its products or the associated products contributed to the Open Game License Pathfinder Campaign Setting: Inner Sea Bestiary © 2012, Paizo Publishing, LLC;
by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, Authors: Jim Groves, James Jacobs, Rob McCreary, Erik Mona, Jason Nelson,
edit, format, modify, translate and otherwise create Derivative Material of Open Patrick Renie, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Greg A.
Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. Vaughan.
2. The License: This License applies to any Open Game Content that contains a Pathfinder Campaign Setting: Technology Guide © 2014, Paizo Inc.; Authors: James
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that you Use. No terms may be added to or subtracted from this License except as Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim
described by the License itself. No other terms or conditions may be applied to Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C.
any Open Game Content distributed using this License. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K
3. Offer and Acceptance: By Using the Open Game Content You indicate Your Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
acceptance of the terms of this License. Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing,
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9. Updating the License: Wizards or its designated Agents may publish updated Robert Brookes, Jeff Lee, and Jonathan H. Keith.
14
Keith Jeffery (Order #38988805)
A full-color hardback bestiary featuring over 200 incredible aliens of every description, from tiny robot
walking eyes to Lovecraftian Great Old Ones, from humanoid races both friendly and foul to inhuman
abominations from the darkest nebulas. Including fiendish foes like the savage klaven footsoldiers,
sinister jagladine genetic engineers, warmongering bil’djooli shock troopers. You’ll find invading taur
and aether-touched infused to the organic symbionts, living machine phalanx, and, of course, the
magnificently malevolent kytons! Plus terrific space-dwelling monsters from across the fantasy/sci-fi
legendarium, from insidious intellect devourers and aboleth to parasitic viper vines, brain-eating
neh-thalggu, space-warping hounds of Tindalos, murderous gugs, lethal lunarmas, a plenthora of
robots, and spectacular star-soaring solar dragons!