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Treasury of The Machine PDF 04.12.18

Treasury of the Machine PDF 04.12.18

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100% found this document useful (2 votes)
598 views20 pages

Treasury of The Machine PDF 04.12.18

Treasury of the Machine PDF 04.12.18

Uploaded by

K Jeffery
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Keith Jeffery (Order #38988805)

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.

Treasury of the Machine (Starfinder) ©


2018, Legendary Games; Authors: Tim
Hitchcock, Robert Brookes, Jeff Lee,
and Jonathan H. Keith, adapted by Legendary Games
Landon Winkler and Lyz Liddell. 3734 SW 99th St.
ISBN-13: 978-1986241496 Seattle, WA 98126-4026
ISBN-10: 1986241491 makeyourgamelegendary.com
First publication March 2018
Printed in USA.

Keith Jeffery (Order #38988805)


What you will find
inside Treasury of
the Machine:
This supplement brings you an awesome array of over 70 technological and
technomagical tools to enhance your Starfinder campaign, from devastating weapons
like the rapture ray, beam saber, gravity cannon, kinesis grappler, or singularity grenade, to
awesome accessories like the adrenal enhancement, ectosight, slipskin, and ghoster unit.
This book contains items as helpful as the neutralizing safety blanket and solar array
and items as sinister as the memory transfer probe and amnesia tick, and range in power
from simple disposable items to the artifact robot control harness. You’ll find entirely
new medicines and pharmaceuticals like the chemosols, more grenades, new weapon
fusions, variant androids, and even a new robotic pet, the walking eye! If it’s majestic
mechanical and magical treasures that delight and excite, your PCs will love what they
find in the Treasury of the Machine.
Legendary Games was founded on the principle of delivering first-class product
for your Pathfinder Roleplaying Game experience, brought to you by the very authors
who design and contribute to the adventures, hardbacks, and campaign supplements
you are already using. The Legendary Games tradition is to combine rich story and
background, innovative layout, beautiful aesthetics, and excellence in design that is
second to none. This product is the latest in that tradition, and we hope you enjoy
using it as much as we enjoyed making it. Game on!

Keith Jeffery (Order #38988805)


Welcome to the Legendary Planet
A d v e n t u r e P at h !
This product is a part of our line of sword-and-planet adventure products blending
science fiction and traditional fantasy in an interplanetary epic that will take your
characters to whole new worlds of adventure. Drawing from the pulp sci-fi tradition
of Edgar Rice Burroughs, Jack Vance, and their contemporaries, this adventure saga
spans exotic worlds filled with alien races and ancient secrets, as the heroes must
confront interstellar conspiracies and unravel long-lost mysteries if they are to save
the galaxy from annihilation, or even just find a way home. Whether you favor the
Starfinder Roleplaying Game, Pathfinder Roleplaying Game, or the 5th edition of the world’s
most famous RPG, when you see the Legendary Planet logo you’ll know you are getting
an adventure that is quite literally out of this world.
The all-star team of designers here at Legendary Games is committed to bringing
you—the busy GM or player—the absolute best third party support for your Pathfinder
campaign. To deliver on that commitment, we’ve assembled the best of the best of
current gaming authors, designers and layout experts so that you can feel comfortable
that Legendary Games products will be the most creative, balanced, dynamic, and
exciting content you can find anywhere. Bringing talented creators together on
projects they pursue with passion is what helps us make products that are as beautiful
and enjoyable to read as they are fun to play at the table. Pick up the Legendary Planet
Adventure Path today, and Make Your Game Legendary!

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.

About Legendary Games


Legendary Games is an all-star team of authors and designers, founded by Clark
Peterson of Necromancer Games, Inc. and headed up by Jason Nelson. Legendary
Games uses a cooperative, team-based approach to bring you, the RPG fan, the best
expansion material for your game. We are gamers and storytellers first, and we believe
that passion shows in our products. So check us out, and Make Your Game Legendary!
Visit us on Facebook, follow us on Twitter, and check out our website at www.
makeyourgamelegendary.com.

Keith Jeffery (Order #38988805)


Table of Contents
A dvanced M elee W eapons . . . . . . . . 2
S mall A rms . . . . . . . . . . . . . . . . . . . . 2
L ongarms . . . . . . . . . . . . . . . . . . . . . . 4
H eav y W eapons . . . . . . . . . . . . . . . . 4
S niper W eapons . . . . . . . . . . . . . . . . 5
G renades . . . . . . . . . . . . . . . . . . . . . . 5
W eapon F usions . . . . . . . . . . . . . . . . 6
A rmor U pgrades . . . . . . . . . . . . . . . . 7
C ybernetic A ugmentations . . . . . . . 8
B iotech A ugmentations . . . . . . . . . . 9
M edical G ear . . . . . . . . . . . . . . . . . . 9
O ther T echnological I tems . . . . . . . 10
H ybrid I tems . . . . . . . . . . . . . . . . . . . 12
V ariant A ndroids . . . . . . . . . . . . . . . 12
N ew C reature : W alk ing E ye . . . . . . 13

Keith Jeffery (Order #38988805)


TREASURY OF Beam Saber
(Faint, Glowing, Bright, Brilliant, Stellar)
THE MACHINE A beam saber is comprised of a foot-long hilt that, when
active, creates a vibrating energy field that superheats
The Treasury of the Machine is full of items designed matter it interacts with. This causes the activated sword to
to fit right into a campaign where magical fantasy and glow brightly in any atmosphere, but substantially less so
superscience collide. These items make use of the rules in the vacuum of space. As the blade heats materials from
in the Starfinder Core Rulebook. This book contains over 70 within, most substances crumble quickly under its assault.
technological and hybrid items, ranging from cybernetics
and pharmaceuticals to technological weapons, armor,
and an array of gadgets and gizmos to outfit your Small Arms
technomagical terrors—or reward your heroes in their
battles against them! Many civilizations expect their citizens and visitors to
carry small arms—the most common of technological
weapons—at all times. However, this pervasiveness has
A d va n c e d M e l ee resulted in weapons designed to win battles in ways that
W ea p o n s barely resemble normal gunplay.

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.

Weapon Level Price Damage Critical Bulk Special


Beam saber, faint 3 750 1d4 F Wound L Penetrating, powered (capacity 20, usage 1)
Beam saber, glowing 6 4,100 1d8 F Wound L Penetrating, powered (capacity 20, usage 1)
Beam saber, bright 11 25,000 2d12 F Wound L Penetrating, powered (capacity 20, usage 1)
Beam saber, brilliant 16 81,000 3d12 P Wound L Penetrating, powered (capacity 20, usage 1)
Beam saber, stellar 20 750,000 7d12 S Wound L Penetrating, powered (capacity 20, usage 1)

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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.

More closely regulated than small arms, longarms are


undeniably more powerful. Although some certainly find H eav y W ea p o n s
use in dealing with wildlife, the majority of longarms on These weapons run the gamut from bulky upgrades of
the market are intended for deadlier prey. traditional weapons to wild experiments that haven’t yet
been sufficiently miniaturized for commercial production.

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.

Gravity Cannon (Experimental, Military, Rift)


Gravity cannons generate a beam of exotic matter that,
on contact with a target, draw its matter inward under
tremendous pressure. Originally as much a science
project as a weapon, most extant gravity cannons are
snapped up by planetary and interstellar governments.

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)

Singularity: Under the increased gravitational strain, a tiny


fraction of the target’s mass collapses into a microsingularity
Grenades
that then decomposes into a rain of high-energy radiation. The If there’s one constant between civilizations, it’s finding
target is affected by a severe wound critical hit effect, and all interesting new explosives to throw at each other.
creatures within 20 feet, including the target, are exposed to the
level of radiation indicated in parenthesis on the weapon table.
Chemosol Grenade
A target killed by this attack is utterly destroyed by the
These grenades are sold empty but can be loaded
singularity and radiation, rendering raise dead and similar
effects insufficient to return them to life. with a chemosol of your choice (see Chemosols pg. 9).
When the grenade explodes, the chemosol is dispersed
in a 10-foot radius burst rather than in its usual
S n i p e r W ea p o n s spray. Otherwise, its effects remain the same. At the
GM’s discretion, certain inhaled poisons can also be
When stealth and sheer distance are the deciding factors,
dispersed in this way.
sniper weapons come into their own.

Sniper Laser Oxidizer Grenade (I–III)


(Hunting, Variable, Expert, Focused, Horizon) When detonated, this grenade creates a fine mist that
At extremely long distances, firing along the line of sight weakens most nonliving materials. All materials in the
and ignoring wind becomes extremely useful. However, as area have their hardness reduced by the listed amount
laser weapons, sniper lasers are even more vulnerable to fog for 1 minute. A creature within the affected area can
and other poor weather conditions. Experienced assassins attempt a Reflex save to protect their worn objects from
and hunters often bring along a projectile weapon along this effect. Materials immune to acid are also immune
with their sniper laser to handle any climate. to this effect.

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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Keith Jeffery (Order #38988805)
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.

Witchthorn Grenade (I–IV)


Spewing forth ropes of resin with shrapnel strung
throughout, these grenades work as stickybomb grenades.
Additionally, each entangled creature takes the listed
damage each time they take a move action.

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.

Singularity Grenade (I–II) Caged Level 5


Despite the name, these grenades do not actually create The caged fusion imbues the electricity flowing through the
a singularity. However, they do gravitationally attract all weapon with an arcane will. The weapon gains the caged
creatures within the explosion’s radius. Each creature arc critical hit effect (see pg. 4). The amount of electricity
that fails its save is moved 5 feet toward the center of the damage dealt each round by this effect is 1d6 for every 5

Weapon Level Price Range Capacity Bulk Special


Chemosol grenade 1 150 20 ft. Drawn L Explode (chemosol, 10 ft.)
Oxidizer grenade I 2 300 20 ft. Drawn L Explode
(5 hardness, 1 minute, 5 ft.)
Witchthorn grenade I 2 400 20 ft. Drawn L Explode (entangled 2d4
rounds [1d4 P], 10 ft.)
Zero-G grenade 4 700 20 ft. Drawn L Explode
(zero-G 2d4 rounds, 15 ft.)
Singularity grenade I 6 1,300 20 ft. Drawn L Explode (pull, 20 ft.)
Witchthorn Grenade II 6 1,150 20 ft. Drawn L Explode (entangled 2d4
rounds [2d4 P], 10 ft.)
Oxidizer grenade II 8 2,800 20 ft. Drawn L Explode
(10 hardness, 1 minute, 5 ft.)
Witchthorn grenade III 12 11,500 20 ft. Drawn L Explode (entangled 2d4
rounds [3d4 P], 10 ft.)
Oxidizer grenade III 14 19,500 20 ft. Drawn L Explode
(15 hardness, 1 minute, 5 ft.)
Singularity grenade II 16 45,000 20 ft. Drawn L Explode (pull, 30 ft.)
Oxidizer grenade IV 18 98,000 20 ft. Drawn L Explode
(20 hardness, 1 minute, 5 ft.)
Witchthorn grenade IV 18 105,500 20 ft. Drawn L Explode (entangled 2d4
rounds [5d4 P], 10 ft.)

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Keith Jeffery (Order #38988805)
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.

Ghoster Unit Level 13


Price 55,000
Armor Upgrade (Light, 1 Slot) Bulk —
Capacity 10; Usage see below
When activated, a ghoster unit can cause the
wearer’s body to vibrate at specific frequencies,
allowing her to move through solid, nonliving
matter. Moving through a square blocked by matter uses a
number of charges equal to 1 for every 5 points of hardness Slipskin Level 7 Price 7,200
of the material moved through, regardless of thickness Armor Upgrade (Light, Heavy, 1 Slot) Bulk —
(minimum 1 charge per 5 foot move). Capacity 20; Usage 1/minute
Activating the ghoster unit is a standard action, and it This upgrade consists of a layer of carbon nanofibers that
automatically deactivates itself once the wearer moves into form a slick membrane on the surface of a suit of armor,
an area without obstructing materials. If the ghoster unit except for dedicated gripping surfaces. The slipskin grants a
runs out of charges while the wearer is still moving through +5 competence bonus to use the escape task of the Acrobatics
material or the wearer does not move during a round in which skill and the wearer can attempt to escape from a grapple or
she is within material, she is shunted out toward the nearest pin as a move action.

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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.

RAPTURE CHIP SYSTEM Brain


Price 1,500 Level 3 Biotech
A rapture chip is installed in the pleasure center of a creature’s Augmentations
brain. Successful implantation leaves no trace of the operation.
As it is put in place, the chip can be attuned to the frequencies of Biotech represents the creation of synthetic organs for
any number of discipline rods (see pg. 2). Changing the attuned the purposes of enhancing or repairing living creatures.
frequencies requires 1 minute and a successful DC 24 Computers Biotech follows the same rules as cybernetics for the
check (with a +5 circumstance bonus if the creature attempting number of augmentations a character may possess; see
the check is holding one of the attuned rapture rays). Starfinder Core Rulebook for more information.

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Keith Jeffery (Order #38988805)
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.

Neutralizing Safety Blanket (NSB)


Price 350 Level 3 Bulk L
This fibercarbon capsule about the size of a flashlight with
a circular graphite pull-tab at one end. Aiming opposite
end of the tube and pulling the tab fires out a 5-ft by 5-ft
blanket woven from some sort of artificial cloth. The blanket
is saturated with neutralizing compounds that quickly negate
the effects of acid and fire. An individual can pull the tab to
shoot the blanket at any individual within a 30-foot range.
If the target is prone (or falls prone), the blanket ends the
burning condition, the corrode critical hit effect, and similar
sources of ongoing damage at the GM’s discretion.

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Keith Jeffery (Order #38988805)
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.

CS5: Neurological Disruptor Amnesia Tick


Price 1,500 Level 7 Bulk L Price 3,300 Level 8 Bulk —
A humanoid exposed to these neurotoxic chemicals must This tiny nanoprobe appears to be fashioned into general
attempt a Fortitude save or be staggered by pain. After appearance of a robotic tick, and for good reason. Designed to
their action each round, they can attempt a new Fortitude be used for covert operations, it its tiny pincers cling to flesh,
save to end this condition. allowing it to avoid detection when affixed to a host.

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Keith Jeffery (Order #38988805)
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.

11
Keith Jeffery (Order #38988805)
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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Keith Jeffery (Order #38988805)
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
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this License with respect to some or all of the Open Game Content due to statute,
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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stories, storylines, plots, thematic elements, dialogue, incidents, language,
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
notice indicating that the Open Game Content may only be Used under and in Jacobs and Russ Taylor.
terms of this License. You must affix such a notice to any Open Game Content Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors:
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,
4. Grant and Consideration: In consideration for agreeing to use this License, LLC; Author: Jason Bulmahn, James Jacobs, Steve Kenson, Hal Maclean, Rob
the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive McCreary, Erik Mona, Jason Nelson, Stephen Radney-MacFarland, Sean K
license with the exact terms of this License to Use, the Open Game Content. Reynolds, F. Wesley Schneider, James L. Sutter, Owen Stephens, and Russ Taylor.

5. Representation of Authority to Contribute: If You are contributing original Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC;
material as Open Game Content, You represent that Your Contributions are Your Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam
original creation and/or You have sufficient rights to grant the rights conveyed Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-
by this License. MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author:
of this License to include the exact text of the COPYRIGHT NOTICE of any Open Jason Bulmahn, Brian Cortijo, Adam Daigle, Mike Ferguson, Joshua J. Frost,
Game Content You are copying, modifying or distributing, and You must add the James Jacobs, Rob McCreary, Erik Mona, Sean K Reynolds, F. Wesley Schneider,
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NOTICE of any original Open Game Content you Distribute. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC;
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You agree not to indicate compatibility or co-adaptability with any Trademark Lead Designer: Jason Bulmahn; Designers: Dennis Baker, Jesse Benner, Benjamin
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Content except as expressly licensed in another, independent Agreement with McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ
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which portions of the work that you are distributing are Open Game Content. Treasury of the Machine © 2017, Legendary Games; Authors: Tim Hitchcock,
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!

Keith Jeffery (Order #38988805)


Keith Jeffery (Order #38988805)

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