Getting Started
Campaign Expectations
- Heroic point buy - 25 points!
- Hero points - this is space opera…action is over the top; fast and furious!
- Good vs. Evil - The universe demands its most powerful members choose a side!
- High Fantasy Rewards - expected wealth and treasure is doubled!
- Heroic ability score progression - heroic characters get two +1's every four levels!
- The Arachnids are coming…get ready!
- Exclamation points - must always be used!
Races
With all allowed races you may not swap out for racial traits that grant arcane spells/spell-like abilities.
Republic Federation Worlds Races
- Elan (M)- PU 13, alternate racial traits PU 320, favored class options PU 321, Ascendant Psion (Psion) PU 321, Menteur (Rogue) PU 322, Pattern Wielder (Cryptic) PU 323
- Eridani (M) – Alliance only race of methane-breathing warriors. Allowed to carry a traditional (archaic)weapon at all times
- Frey (M) (Half-Elf) – psionic favored class options PU 344
- Gillmen (m)
- Grippli (M)
- Human (M)– psionic favored class options PU 346
- Khuzdul (M) (Dwarf) – psionic favored class options PU 342
- Maenad (M) - PU 18, alternate racial traits PU 331, favored class options PU 331, Banshee (Wilder) PU 331, Disciple of the Raging Sea (Monk) PU 332, Reaving Raider (Rogue) PU 332
- Nezumi (m)
- Noral (M) - PU 19, alternate racial traits PU 333, favored class options PU 334, Pacifist (Vitalist) PU 334, Peacekeeper (Telepath) PU 334
- Tengu (m)
- Vanara (m)
Sith Imperium Races
- Changling (m)
- Duergar (M) - PU 12, alternate racial traits PU 316, favored class options PU 317, Lifemonger (Viltalist) PU 317, Ravager (Cryptic) PU 318, Sleeper’s Guardian (Paladin) PU 318
- Goblin (m)
- Hobgoblin (M)
- Strix (M)
- Uruk (M) (Half-orc) – psionic favored class options PU 345
- Vishkanyas (M)
Other Star-faring Races
- Blue (m) - PU 9, alternate racial traits PU 311, favored class options PU 311, Annihilator (Aegis) PU 311, Dominator (Telepath) PU 312
- Dromite (M) - PU 10, alternate racial traits PU 313, favored class options PU 314, Swarmer (Tactitian) PU 315, Vermin Rider (Cavalier) PU 317
- Eldar (M) (Elves) – psionic favored class options PU 343
- Gamorrean (m) (Orc) – primitive, Feat: Great Fortitude, Feat: Toughness
- Half-giant (m) - PU 16, alternate racial traits PU 327 , favored class options PU 328, Kinslayer (Ranger) PU 328, Thunderjarl (Psychic Warrior) PU 328, War Hulk (Aegis) PU 329
- Ewok (m) (Halfling) – psionic favored class options PU 345
- Jawa (m) (Gnome) -
- Kobold (m)
- Ophiduan (M) - PU 21, alternate racial traits PU 336, favored class options PU 336, Fleshbinder (Egoist) PU 337, Scaled Rider (Psychic Warrior) PU 337
- Psiborgs (m) (Forgeborn) - PU 15, alternate racial traits PU 324, favored class options PU 324, Forgesteed Rider (Cavalier) PU 324, Ironborn (fighter) PU 325, Unifier (Tactician) PU 325
- Xeph (m) - PU 23, alternate racial traits PU 339, favored class options PU 340, Mobile Knife (Marksman) PU 341, Xephyr (Soulknife) PU 341
- Bothan - +2 Dex, -2 Con, Feat: Iron Will, Diplomacy as class skill
- Cereans - +2 Int, +2 Wis, -2 Dex; +2 Initiative, reroll initiative 1/day
- Duros - +2 Dex, +2 Int, -2 Con; +2 Fly
- Ewok - +2 Dex, -2 Str, Speed 4, Small, Primitive, Scent, Stealth & Survival as class skills
- Gungan - +2 Dex, -2 Int, -2 Cha, Swim 4, hold breath x25, Feat: Lightning Reflexes, LLV
- Ithorian - +2 Wis, +2 Cha, -2 Dex, Feat: Iron Will, Bellow, Knowledge (nature) as a class skill
- Kel Dor - +2 Dex, +2 Wis, -2 Con, LLV, Requires Lifesupport
- Mon Calamari - +2 Int, +2 Wis, -2 Con, Swim 4, Breath Water, LLV, Perception as a class skill
- Nagai - +2 Dex, -2 Con, +2 Cha; Feat: Lightning Reflexes; Feat: Voice of the Sibyl; Tehk’ls blades as simple weapons
- Quarren - +2 Con, -2 Wis, -2 Cha, Swim 4, Breath Water, LLV, Diplomacy as a class skill
- Rodian - +2 Dex, -2 Wis, -2 Cha, LLV, Survival as a class skill, DV,
- Sulistan - +2 Dex, -2 Con, Expert Climber (take 10)
- Trandoshan - +2 Str, -2 Dex, DV, Regenerate limb, Natural Armor +1, Feat: Toughness
- Twi’lek (I) - +2 Cha, -2 Wis, Feat: Great Fortitude, LLV
- Wookie (I) - +4 Str, +2 Con, -2 Dex, -2 Wis, -2 Cha, Regain Hits x2, Rage 1/day 5+ CON rounds, Martial proficiency (rifles) includes Exotic WP: (Bowcaster), Expert Climbers (take 10),
- Zabrak (E) - +2 one, +1 all saves, Feat: Dodge,
- Aeodronian – small salamander-like
- Andromeni – incorporeal energy clouds that posses dead bodies to relate to the corporeal
- Ashanti – four-armed, gaunt, grey-skinned, pheromone emoting
- Chatilian – psionic, asparagus men
- Cizerack – female space gnolls/cats
- Gemini – silicone psionic race of hippy rockmen
- Kizanti – teleporting Shadar-kai-like humanoids from a Shade-world
- Misha – seers
- Mutzachan – Alliance only small, big-headed greys; eat energy and are powerful psionics
Classes
Character Advancement
Heroic Ability Score Increase
Every four levels in heroic classes earns two +1's to ability scores. These must be different abilities at a given Rank (no doubling up when received)
Base Classes
Classes that use arcane magic are considered "tech", using cutting edge or weird science. Divine spellcasters are considered to be using innate nano-tech/nanites. This is provisional and done on an ad-hoc basis.
- Alchemist - tentatively allowed as mad scientist type
- Barbarian - allowed; Raging Beast Archetype – PU 296
- Bard - allowed (archetypes with no spells only); Thoughtsinger Archetype – PU 297
- Cavalier - allowed; Vermin Rider Racial Archetype (Dromite) – PU 315; Forgesteed Rider Racial Archetype (Forgeborn) – PU 324
- Cleric - not allowed Med-tech;
- Druid - following only: Gaen Archetype (Alternate Psi) – PU 292
- Fighter - allowed; Psionic Fighter Archetype – PU 294; Ironborn Racial Archetype (Forgeborn) – PU 325
- Gunslinger - allowed
- Inquisitor - not allowed
- Magus - allowed as alternate Psi (requires unusual background)
- Monk - allowed only with no ki powers; Discipe of the Raging Sea Racial Archetype (Maenad) – PU 332
- Oracle - not allowed (NPC)
- Paladin - allowed only with no divine spells; Purifier Archetype – PU 296; Sleeper’s Guardian Racial Archetype (Duergar) – PU 318
- Ranger - allowed only with no divine spells; Pack Leader Archetype – PU 293; Kinslayer Racial Archetype (Half-giant) – PU 328
- Rogue - allowed; Cerebral Infiltrator Archetype – PU 291; Menteur Racial Archetype (Elan) – PU 322; Reaving Raider Racial Archetype (Maenad) – PU 332
- Sorcerer - not allowed (NPC)
- Summoner - NPC/Alternate Psi
- Witch - NPC/Alternate Psi
- Wizard - allowed as Mad Scientist/Gadgeteer; all gadgets (spells) require a (F)ocus
Psionics Unleashed Classes
Aegis
- Abberrant Archetype – PU 261
- Crystal Warrior Archetype – PU 262
- Ectopic Artisan Archetype – PU 263
- Trailblazer Archetype – PU 264
- Annihilator Racial Archetype (Blue) – PU 311
- War Hulk Racial Archetype (Half-giant) – PU 329
Cryptic
- Brutal Disruptor Archetype – PU 264
- Distorter Archetype – PU 264
- Grammaton Archetype – PU 265
- Lost Mind Archetype – PU 265
- Pattern Breaker Archetype – PU 266
- Ravager Racial Archetype (Duergar) – PU 318
- Pattern Wielder Racial Archetype (Elan) – PU 323
Dread
- Fear In Flesh Archetype – PU 267
- Fearmonger Archetype – PU 267
- Nightmare Constructor Archetype – PU 268
- Shadow Hunter Archetype – PU 269
Marksman
- Finesse Style
- Sniper Style
- Volley Style
- Cannoneer Archetype – PU 270
- Kaigun Archetype – PU 270
- Shroud Archetype – PU 270
- Spearman Archetype – PU 271
- Mobile Knife Racial Archetype (Xeph) – PU 341
Psion
- Seer Discipline
- Shaper Discipline
- Kineticist Discipline
- Egoist Discipline
- Nomad Discipline
- Telepath Discipline
- Generalist Discipline
- Constructor Discipline – PU 272
- Erudite Discipline – PU 272
- Insight Discipline – PU 272
- Jaunting Discipline – PU 272
- Mindbender Discipline – PU 272
- Transmogrifist Discipline – PU 273
- Unseen Hand Discipline – PU 273
- Arcane Mind Archetype – PU 273
- Bombardier Archetype – PU 274
- Dual Disciple Archetype – PU 274
- Mindwright Archetype/Discipline – PU 274
- Dominator Racial Archetype (Blue) – PU 312
- Ascendant Psion Racial Archetype/Discipline (Elan) – PU 321
- Peacekeeper Racial Archetype (Noral) – PU 334
- Fleshbinder Racial Archetype (Ophiduan) – PU 337
Psychic Warrior
- Archer Path
- Ascetic Path
- Assassin’s Path
- Brawling Path
- Dervish Path
- Feral Warrior Path
- Gladiator Path
- Infiltrator Path
- Interceptor Path
- Mind Knight Path
- Survivor Path
- Weaponmaster Path
- Martial Kineticist Archetype/Path – PU 275
- Meditant Archetype – PU 276
- Pathmaster Archetype – PU 277
- Protector Archetype – PU 277
- Traceur Archetype – PU 277
- Thunderjarl Racial Archetype (Half-giant) – PU 328
- Scaled Rider Racial Archetype (Ophiduan) – PU 337
Soulknife
- Armored Blade Archetype – PU 279
- Cuthroat Archetype – PU 280
- Deadly Fist Archetype – PU 280
- Feral Heart Archetype – PU 281
- Gifted Blade Archetype – PU 282
- Nimble Blade Archetype– PU 283
- Shielded Blade Archetype– PU 283
- Soulbolt Archetype– PU 283
- Xephyr Racial Archetype (Xeph) – PU 341
Tactician
- Amplifier Archetype– PU 285
- Battle Medic Archetype– PU 286
- Commander Archetype– PU 286
- Fear Projector Archetype– PU 287
- Metanexus Archetype– PU 287
- Swarmer Racial Archetype (Dromite) – PU 315
- Unifier Racial Archetype (Forgeborn) – PU 325
Vitalist
- Guardian Method
- Intercessor Method
- Mender Method
- Soulthief Method
- Lifeleech Archetype– PU 288
- Miasmic Archetype– PU 289
- Sadist Archetype– PU 289
- Lifemonger Racial Archetype (Duergar) – PU 317
- Pacifist Racial Archetype (Noral) – PU 334
Wilder
- Artificer’s Surge
- Chaotic Surge
- Efficient Surge
- Healing Surge
- Leader’s Surge
- Pain Surge
- Student’s Surge
- Raging Surge
- Warping Surge
- Warrior’s Surge
- Battle Wilder Archetype/Surge– PU 290
- Blasting Wilder Archetype– PU 290
- Contemplative Archetype– PU 291
- Banshee Racial Archetype (Maenad) - PU 331
Skills
Attunement (CHA)
New name for Use Magic Device
Crafting (INT)
Crafting Specialties
- Armorer (armor)
- Chemistry (gunpowder, explosives, acids)
- Cooking
- Droids
- Electronics (computers, radios, gear)
- Gunsmith (firearms)
- Inscription (books, scrolls, calligraphy)
- Jewelry (gold/silversmithing, gemcutting)
- Leatherworking (leather armor, leather)
- Metalworking (metal armor, blacksmithing, fabrication, foundry, archaic weapons)
- Painting (arts)
- Pharmacy (drugs, poisons)
- Poetry (art)
- Pottery (clay, glass, & ceramic items)
- Programming (computer programs, droid programs)
- Shipwright (boats, ships)
- Stonecutting (masonry, quarrying, sculpting, monuments)
- Tailoring (cloth armor, clothing, cloth)
- Tinkering (clocks, watches, locks, mechanical gadgetry)
- Woodworking (carpentry, bows)
Determination (CON)
New name and base ability score for Autohypnosis (WIS)
Knowledge Skills
- (Arcana) – things esoteric, including psionics (ancient mysteries, magic/psionic traditions, mystic symbols, constructs (mystic), dragons, magical beasts, undead
- Knowledge (dungeoneering) – strange and dangerous environments (high altitude, underground, underwater, vacuum, high radiation, etc) and how to operate in them and the dangers one might face (oozes, aberrations)
- Knowledge (engineering) - function and principle of technological devices, as well as knowledge of cutting edge theories and advancements, constructs (droids, ships), metallurgy
- Knowledge (geography)- earth sciences (oceanography, agrophysics, physical geography, seismology, meteorology), geology, planetology, climatology, mineralogy, environmental science
- Knowledge (history) - wars, colonies, migrations, foundings, current events
- Knowledge (local)- social sciences (sociology, psychology, philosophy, theology, and criminology), cultures (inhabitants, laws, customs, and traditions), races (humanoids)
- Knowledge (nature)-life sciences (biology, botany, genetics, archaeology, xenobiology, medicine, forensics), animals, monstrous humanoids, plants, fey, vermin
- Knowledge (nobility)- bureaucracy (business procedures, legal systems and regulations, and organizational structures), administration, etiquette, chain-of-command
- Knowledge (planes)-galactic lore (planets, homeworlds, sectors of space), hyperspace navigation, hyperspace dangers (outsiders)
- Knowledge (religion) - physical sciences (astronomy, astrogation, chemistry, mathematics, physics)
Linguistics (INT)
Study of languages; earn a bonus language for rank 1, plus another every rank/2. Additional languages can be learned in downtime (base time 20 days).
Some languages:
- Basic (Common) - Psi Wars' common
- Ebonics (Undercommon) - spoken by thugs and the lower classes from the "under" cities
- Binary - droid native language
- Huttesse - spoken in Cartel space
- Eldar (Elven) - spoken on the Worldships of the Eldar/Dark Eldar
- Dark Eldar (Drow) - spoken on the Worldships of the Dark Eldar
- Gammorean (Orcish) -
Mystic Understanding (INT)
New name for Spellcraft
Performer (CHA)
Professional (WIS)
Feats
Gear
All gold piece (gp) prices are converted to credits (cr). Credits typically are stored on a cred stick or your ID, thus having no weight, but physical coins do exist at the same Pathfinder weight of 50 coins to 1 lb. Coins like this are often viewed with suspicion or can even be illegal, as they leave no trail and are most often used for illegal activities.
Weapons
Weapons are rated as one of archaic, kinetic, energy, or force (both energy & kinetic). Armor is also rated the same way. Archaic weapons and armor are only appropriate against each other; they are inappropriate vs all other ratings (archaic firearms are an exception and are treated as kinetic weapons, but only inside the first range increment). Armor not rated the same as a weapon is inappropriate vs that damage type. Inappropriate armor provides no armor AC inside the first 5 range increments or vs melee. Attacks are resolved as ranged or melee touch attacks, but do not count as such for other purposes. Reinforced armor still provides its DR regardless of appropriateness, however.
Simple Weapons |
(Simple) Light Weapons |
Cost |
Damage |
Critical |
Range |
Weight |
Type |
Special |
Knife/Dagger |
2 cr |
4 |
19-20/+3 |
3/10 |
1 lb |
P or S (A) |
archaic |
Vibro knife |
27 cr |
4 |
19-20/+3 |
3/10 |
1 lb |
P or S (K) |
kinetic |
Sonic knife |
27 cr |
4 |
19-20/+3 |
3/10 |
1 lb |
P or S (E) |
energy |
Force knife |
62 cr |
4 |
19-20/+3 |
3/10 |
1 lb |
P or S (F) |
force |
Dagger, punching |
as above |
as above |
+5 |
|
as above |
P (as above) |
varies |
Mace, light |
5 cr |
6 |
+3 |
|
4 lbs |
B (A) |
archaic |
Impact mace, light |
30 cr |
6 |
+3 |
|
4 lbs |
B (K) |
kinetic |
Shock mace, light |
30 cr |
6 |
+3 |
|
4 lbs |
B (E) |
energy |
Gravity mace, light |
65 cr |
6 |
+3 |
|
4 lbs |
B (F) |
force |
(Simple) 1-handed Weapons |
Cost |
DMG |
Critical |
Range |
Weight |
Type |
Special |
Club |
|
6 |
+3 |
0 |
3 lbs |
B (A) |
archaic |
Impact baton |
25 cr |
6 |
+3 |
3/10 |
3 lbs |
B (K) |
kinetic |
Shock baton |
25 cr |
6 |
+3 |
3/10 |
3 lbs |
B (E) |
energy |
Gravity baton |
60 cr |
6 |
+3 |
3/10 |
3 lbs |
B (F) |
force |
Mace, heavy |
8 cr |
8 |
+3 |
|
8 lbs |
B (A) |
archaic |
Impact mace, heavy |
33 cr |
8 |
+3 |
|
8 lbs |
B (K) |
kinetic |
Shock mace, heavy |
33 cr |
8 |
+3 |
|
8 lbs |
B (E) |
energy |
Gravity mace, heavy |
68 cr |
8 |
+3 |
|
8 lbs |
B (F) |
force |
Morningstar |
12 cr |
8 |
+3 |
|
8 lbs |
B and P (A) |
archaic |
Impactstar |
37 cr |
8 |
+3 |
|
8 lbs |
B and P (K) |
kinetic |
Shockstar |
37 cr |
8 |
+3 |
|
8 lbs |
B and P (E) |
energy |
Gravitystar |
72 cr |
8 |
+3 |
|
8 lbs |
B and P (F) |
force |
Shortspear |
1 cr |
6 |
+3 |
6/13 |
3 lbs |
P (A) |
archaic |
Vibro shortspear |
26 cr |
6 |
+3 |
6/13 |
3 lbs |
P (K) |
kinetic |
Sonic shortspear |
26 cr |
6 |
+3 |
6/13 |
3 lbs |
P (E) |
energy |
Force shortspear |
61 cr |
6 |
+3 |
6/13 |
3 lbs |
P (F) |
force |
(Simple) 2-handed Weapons |
Cost |
DMG |
Critical |
Range |
Weight |
Type |
Special |
Bayonet |
5 cr |
6 |
+3 |
|
1 lb |
P (A) |
archaic |
Vibro bayonet |
30 cr |
6 |
+3 |
|
1 lb |
P (K) |
kinetic |
Sonic bayonet |
30 cr |
6 |
+3 |
|
1 lb |
P (E) |
energy |
Force bayonet |
65 cr |
6 |
+3 |
|
1 lb |
P (F) |
force |
Longspear |
5 cr |
8 |
+5 |
|
9 lbs |
P (A) |
archaic, brace, reach |
Vibro longspear |
30 cr |
8 |
+5 |
|
9 lbs |
P (K) |
brace, kinetic, reach |
Sonic longspear |
30 cr |
8 |
+5 |
|
9 lbs |
P (E) |
brace, energy, reach |
Force longspear |
65 cr |
8 |
+5 |
|
9 lbs |
P (F) |
brace, force, reach |
Quarterstaff |
— |
6/6 |
+3 |
|
4 lbs |
B (A) |
archaic, double, monk |
Impactstaff |
25 cr |
6/6 |
+3 |
|
4 lbs |
B (K) |
double, kinetic, monk |
Shockstaff |
25 cr |
6/6 |
+3 |
|
4 lbs |
B (E) |
double, energy, monk |
Forcestaff |
60 cr |
6/6 |
+3 |
|
4 lbs |
B (F) |
double, force, monk |
Spear |
2 cr |
6 |
+5 |
6/13 |
6 lbs |
P (A) |
archaic, brace |
Vibrospear |
27 cr |
6 |
+5 |
6/13 |
6 lbs |
P (K) |
brace, kinetic |
Sonicspear |
27 cr |
6 |
+5 |
6/13 |
6 lbs |
P (E) |
brace, energy |
Forcespear |
62 cr |
6 |
+5 |
6/13 |
6 lbs |
P (F) |
brace, force |
(Simple) Ranged Weapons |
Cost |
Damage/+DMG |
Critical |
Range |
Weight |
Type |
Special |
Blowgun |
2 cr |
+3 |
+3 |
6/16 |
1 lb |
P (by ammo) |
|
Crossbow, heavy |
50 cr |
+10 |
19-20/+3 |
13/23 |
8 lbs |
P (by ammo) |
|
Crossbow, light |
35 cr |
+9 |
19-20/+3 |
13/23 |
4 lbs |
P (by ammo) |
|
Javelin |
1 cr |
6 |
+3 |
8/15 |
2 lbs |
P (A) |
archaic |
Vibro javelin |
26 cr |
6 |
+3 |
8/15 |
2 lbs |
P (K) |
kinetic |
Sonic javelin |
26 cr |
6 |
+3 |
8/15 |
2 lbs |
P (E) |
energy |
Force javelin |
61 cr |
6 |
+3 |
8/15 |
2 lbs |
P (F) |
force |
Sling |
|
4 |
+3 |
10/20 |
|
B (by ammo) |
|
|
Martial Weapons |
(Martial) Light Weapons |
Cost |
Damage |
Critical |
Range |
Weight |
Type |
Special |
Axe, boarding |
6 cr |
6 |
+5 |
|
3 lbs |
P or S (A) |
archaic, see text |
Vibroaxe, boarding |
31 cr |
6 |
+5 |
|
3 lbs |
P or S (K) |
kinetic, see text |
Sonicaxe, boarding |
31 cr |
6 |
+5 |
|
3 lbs |
P or S (E) |
energy, see text |
Forceaxe, boarding |
66 cr |
6 |
+5 |
|
3 lbs |
P or S (F) |
force, see text |
Axe, throwing |
8 cr |
6 |
+3 |
3/10 |
2 lbs |
S (A) |
archaic |
Axe, throwing |
33 cr |
6 |
+3 |
3/10 |
2 lbs |
S (K) |
kinetic |
Axe, throwing |
33 cr |
6 |
+3 |
3/10 |
2 lbs |
S (E) |
energy |
Axe, throwing |
68 cr |
6 |
+3 |
3/10 |
2 lbs |
S (F) |
force |
Bootblade |
25 cr |
4 |
+3 |
|
2 lbs |
P (A) |
archaic, see text |
Vibro bootblade |
50 cr |
4 |
+3 |
|
2 lbs |
P (K) |
kinetic, see text |
Sonic bootblade |
50 cr |
4 |
+3 |
|
2 lbs |
P (E) |
energy, see text |
Force bootblade |
85 cr |
4 |
+3 |
|
2 lbs |
P (F) |
force, see text |
Cat-o'-nine-tails |
25 cr |
4 |
+3 |
|
1 lb |
S (A) |
archaic, disarm, nonlethal |
Hammer, light |
1 cr |
4 |
+3 |
6/13 |
2 lbs |
B (A) |
archaic |
Impact hammer, light |
26 cr |
4 |
+3 |
6/13 |
2 lbs |
B (K) |
kinetic |
Shock hammer, light |
26 cr |
4 |
+3 |
6/13 |
2 lbs |
B (E) |
energy |
Gravitry hammer, light |
61 cr |
4 |
+3 |
6/13 |
2 lbs |
B (F) |
force |
Gladius |
15 cr |
6 |
19-20/+3 |
|
3 lbs |
P or S (A) |
archaic, performance |
Vibro gladius |
40 cr |
6 |
19-20/+3 |
|
3 lbs |
P or S (K) |
kinetic, performance |
Sonic gladius |
40 cr |
6 |
19-20/+3 |
|
3 lbs |
P or S (E) |
energy, performance |
Force gladius |
75 cr |
6 |
19-20/+3 |
|
3 lbs |
P or S (F) |
force, performance |
Handaxe |
6 cr |
6 |
+5 |
|
3 lbs |
S (A) |
archaic |
Vibro handaxe |
31 cr |
6 |
+5 |
|
3 lbs |
S (K) |
kinetic |
Sonic handaxe |
31 cr |
6 |
+5 |
|
3 lbs |
S (E) |
energy |
Force handaxe |
66 cr |
6 |
+5 |
|
3 lbs |
S (F) |
force |
Switchblade |
5 cr |
4 |
19-20/+3 |
3/10 |
1 lb |
P (A) |
archaic, see text |
Vibro switchblade |
30 cr |
4 |
19-20/+3 |
3/10 |
1 lb |
P (K) |
kinetic, see text |
Sonic switchblade |
30 cr |
4 |
19-20/+3 |
3/10 |
1 lb |
P (E) |
energy, see text |
Force switchblade |
65 cr |
4 |
19-20/+3 |
3/10 |
1 lb |
P (F) |
force, see text |
Kukri |
8 cr |
4 |
18-20/+3 |
|
2 lbs |
S (A) |
archaic |
Vibro kukri |
33 cr |
4 |
18-20/+3 |
|
2 lbs |
S (K) |
kinetic |
Sonic kukri |
33 cr |
4 |
18-20/+3 |
|
2 lbs |
S (E) |
energy |
Force kukri |
68 cr |
4 |
18-20/+3 |
|
2 lbs |
S (F) |
force |
Pick, light |
4 cr |
4 |
+6 |
|
3 lbs |
P (A) |
archaic |
Vibropick, light |
29 cr |
4 |
+6 |
|
3 lbs |
P (K) |
kinetic |
Sonicpick, light |
29 cr |
4 |
+6 |
|
3 lbs |
P (E) |
energy |
Forcepick, light |
64 cr |
4 |
+6 |
|
3 lbs |
P (F) |
force |
Sap |
1 cr |
6 |
+3 |
|
2 lbs |
B (A) |
archaic, nonlethal |
Shield, light |
var. |
3 |
+3 |
|
var. |
B (A) |
archaic |
Spiked shield, light |
var. |
4 |
+3 |
|
var. |
P (A) |
archaic |
Vibro spiked shield, light |
var. |
4 |
+3 |
|
var. |
P (K) |
kinetic |
Sonic spiked shield, light |
var. |
4 |
+3 |
|
var. |
P (E) |
energy |
Force spiked shield, light |
var. |
4 |
+3 |
|
var. |
P (F) |
force |
Starknife |
24 cr |
4 |
+5 |
6/13 |
3 lbs |
P (A) |
archaic |
Vibro starknife |
49 cr |
4 |
+5 |
6/13 |
3 lbs |
P (K) |
kinetic |
Sonic starknife |
49 cr |
4 |
+5 |
6/13 |
3 lbs |
P (E) |
energy |
Force starknife |
84 cr |
4 |
+5 |
6/13 |
3 lbs |
P (F) |
force |
Sword, short |
10 cr |
6 |
19-20/+3 |
|
2 lbs |
P (A) |
archaic |
Vibrosword, short |
35 cr |
6 |
19-20/+3 |
|
2 lbs |
P (K) |
kinetic |
Sonicsword, short |
35 cr |
6 |
19-20/+3 |
|
2 lbs |
P (E) |
energy |
Forcesword, short |
70 cr |
6 |
19-20/+3 |
|
2 lbs |
P (F) |
force |
(Martial) 1-hand Weapons |
Cost |
Damage |
Critical |
Range |
Weight |
Type |
Special |
Battleaxe |
10 cr |
8 |
+5 |
|
6 lbs |
S (A) |
archaic |
Vibroaxe |
35 cr |
8 |
+5 |
|
6 lbs |
S (K) |
kinetic |
Sonicaxe |
35 cr |
8 |
+5 |
|
6 lbs |
S (E) |
energy |
Forceaxe |
70 cr |
8 |
+5 |
|
6 lbs |
S (F) |
force |
Cutlass |
15 cr |
6 |
18-20/+3 |
|
4 lbs |
S (A) |
archaic |
Vibro cutlass |
40 cr |
6 |
18-20/+3 |
|
4 lbs |
S (K) |
kinetic |
Sonic cutlass |
40 cr |
6 |
18-20/+3 |
|
4 lbs |
S (E) |
energy |
Force cutlass |
75 cr |
6 |
18-20/+3 |
|
4 lbs |
S (F) |
force |
Flail |
8 cr |
8 |
+3 |
|
6 lbs |
B (A) |
archaic, disarm, trip |
Impactflail |
33 cr |
8 |
+3 |
|
6 lbs |
B (K) |
disarm, kinetic, trip |
Shockflail |
33 cr |
8 |
+3 |
|
6 lbs |
B (E) |
disarm, energy, trip |
Gravityflail |
68 cr |
8 |
+3 |
|
6 lbs |
B (F) |
disarm, force, trip |
Sword |
15 cr |
8 |
19-20/+3 |
|
4 lbs |
S (A) |
archaic |
Vibrosword |
40 cr |
8 |
19-20/+3 |
|
4 lbs |
S (K) |
kinetic |
Sonicsword |
40 cr |
8 |
19-20/+3 |
|
4 lbs |
S (E) |
energy |
Forcesword |
75 cr |
8 |
19-20/+3 |
|
4 lbs |
S (F) |
force |
Pick, heavy |
8 cr |
6 |
+6 |
|
6 lbs |
P (A) |
archaic |
Vibropick, heavy |
33 cr |
6 |
+6 |
|
6 lbs |
P (K) |
kinetic |
Sonicpick, heavy |
33 cr |
6 |
+6 |
|
6 lbs |
P (E) |
energy |
Forcepick, heavy |
68 cr |
6 |
+6 |
|
6 lbs |
P (F) |
force |
Rapier |
20 cr |
6 |
18-20/+3 |
|
2 lbs |
P (A) |
archaic |
Vibro rapier |
45 cr |
6 |
18-20/+3 |
|
2 lbs |
P (K) |
kinetic |
Sonic rapier |
45 cr |
6 |
18-20/+3 |
|
2 lbs |
P (E) |
energy |
Force rapier |
80 cr |
6 |
18-20/+3 |
|
2 lbs |
P (F) |
force |
Scimitar |
15 cr |
6 |
18-20/+3 |
|
4 lbs |
S (A) |
archaic |
Vibro scimitar |
40 cr |
6 |
18-20/+3 |
|
4 lbs |
S (K) |
kinetic |
Sonic scimitar |
40 cr |
6 |
18-20/+3 |
|
4 lbs |
S (E) |
energy |
Force scimitar |
75 cr |
6 |
18-20/+3 |
|
4 lbs |
S (F) |
force |
Scizore |
20 cr |
10 |
+3 |
|
3 lbs |
P (A) |
archaic, see text |
Vibro scizore |
45 cr |
10 |
+3 |
|
3 lbs |
P (K) |
kinetic, see text |
Sonic scizore |
45 cr |
10 |
+3 |
|
3 lbs |
P (E) |
energy, see text |
Force scizore |
80 cr |
10 |
+3 |
|
3 lbs |
P (F) |
force, see text |
Shield, heavy |
var. |
4 |
+3 |
|
var. |
B (A) |
archaic |
Spike shield, heavy |
var. |
6 |
+3 |
|
var. |
P (A) |
archaic |
Vibro spike shield, heavy |
var. |
6 |
+3 |
|
var. |
P (K) |
kinetic |
Sonic spike shield, heavy |
var. |
6 |
+3 |
|
var. |
P (E) |
energy |
Force spike shield, heavy |
var. |
6 |
+3 |
|
var. |
P (F) |
force |
Swordcane |
45 cr |
6 |
+3 |
|
4 lbs |
p (A) |
archaic, see text |
Vibro swordcane |
90 cr |
6 |
+3 |
|
4 lbs |
p (K) |
kinetic, see text |
Sonic swordcane |
90 cr |
6 |
+3 |
|
4 lbs |
p (E) |
energy, see text |
Force swordcane |
135 cr |
6 |
+3 |
|
4 lbs |
p (F) |
force, see text |
Terbutje, primitive |
5 cr |
8 |
19-20/+3 |
|
2 lbs |
S (A) |
archaic, fragile |
Terbutje |
20 cr |
8 |
19-20/+3 |
|
4 lbs |
S (A) |
archaic |
Vibro terbutje |
45 cr |
8 |
19-20/+3 |
|
4 lbs |
S (K) |
kinetic |
Sonic terbutje |
45 cr |
8 |
19-20/+3 |
|
4 lbs |
S (E) |
energy |
Force terbutje |
80 cr |
8 |
19-20/+3 |
|
4 lbs |
S (F) |
force |
Trident |
15 cr |
8 |
+3 |
3/10 |
4 lbs |
P (A) |
archaic |
Vibro trident |
40 cr |
8 |
+3 |
3/10 |
4 lbs |
P (K) |
kinetic |
Sonic trident |
40 cr |
8 |
+3 |
3/10 |
4 lbs |
P (E) |
energy |
Force trident |
75 cr |
8 |
+3 |
3/10 |
4 lbs |
P (F) |
force |
Warhammer |
15 cr |
8 |
+5 |
|
5 lbs |
B (A) |
archaic |
Impacthammer |
40 cr |
8 |
+5 |
|
5 lbs |
B (K) |
kinetic |
Shockhammer |
40 cr |
8 |
+5 |
|
5 lbs |
B (E) |
energy |
Gravityhammer |
75 cr |
8 |
+5 |
|
5 lbs |
B (F) |
force |
(Martial) 2-hand Weapons |
Cost |
Damage |
Critical |
Range |
Weight |
Type |
Special |
Bardiche |
13 cr |
10 |
19-20/+3 |
|
14 lbs |
S (A) |
archaic, brace, reach, see text |
Vibro bardiche |
38 cr |
10 |
19-20/+3 |
|
14 lbs |
S (K) |
brace, kinetic, reach, see text |
Sonic bardiche |
38 cr |
10 |
19-20/+3 |
|
14 lbs |
S (E) |
brace, energy, reach, see text |
Force bardiche |
73 cr |
10 |
19-20/+3 |
|
14 lbs |
S (F) |
brace, force, reach, see text |
Bec de corbin |
15 cr |
10 |
+5 |
|
12 lbs |
B or P (A) |
archaic, brace, reach, see text |
Vibro bec de corbin |
40 cr |
10 |
+5 |
|
12 lbs |
B or P (K) |
brace, kinetic, reach, see text |
Sonic bec de corbin |
40 cr |
10 |
+5 |
|
12 lbs |
B or P (E) |
brace, energy, reach, see text |
Force bec de corbin |
40 cr |
10 |
+5 |
|
12 lbs |
B or P (F) |
brace, force, reach, see text |
Bill |
11 cr |
8 |
+5 |
|
11 lbs |
S (A) |
archaic, brace, disarm, reach, see text |
Vibrobill |
36 cr |
8 |
+5 |
|
11 lbs |
S (K) |
brace, disarm, kinetic, reach, see text |
Sonicbill |
36 cr |
8 |
+5 |
|
11 lbs |
S (E) |
brace, disarm, energy, reach, see text |
Forcebill |
71 cr |
8 |
+5 |
|
11 lbs |
S (F) |
brace, disarm, force, reach, see text |
Falchion |
75 cr |
8 |
18-20/+3 |
|
8 lbs |
S (A) |
archaic |
Vibro falchion |
150 cr |
8 |
18-20/+3 |
|
8 lbs |
S (K) |
kinetic |
Sonic falchion |
150 cr |
8 |
18-20/+3 |
|
8 lbs |
S (E) |
energy |
Force falchion |
225 cr |
8 |
18-20/+3 |
|
8 lbs |
S (F) |
force |
Flail, heavy |
15 cr |
10 |
19-20/+3 |
|
10 lbs |
B (A) |
archaic, disarm, trip |
Impactflail, heavy |
40 cr |
10 |
19-20/+3 |
|
10 lbs |
B (K) |
disarm, kinetic, trip |
Shockflail, heavy |
40 cr |
10 |
19-20/+3 |
|
10 lbs |
B (E) |
disarm, energy, trip |
Gravityflail, heavy |
75 cr |
10 |
19-20/+3 |
|
10 lbs |
B (F) |
disarm, force, trip |
Glaive |
8 cr |
10 |
+5 |
|
10 lbs |
S (A) |
archaic, reach |
Vibroglaive |
33 cr |
10 |
+5 |
|
10 lbs |
S (K) |
kinetic, reach |
Sonicglaive |
33 cr |
10 |
+5 |
|
10 lbs |
S (E) |
energy, reach |
Forceglaive |
68 cr |
10 |
+5 |
|
10 lbs |
S (F) |
force, reach |
Glaive-guisarme |
12 cr |
10 |
+5 |
|
10 lbs |
S (A) |
archaic, brace, reach, see text |
Vibro glaive-guisarme |
37 cr |
10 |
+5 |
|
10 lbs |
S (K) |
brace, kinetic, reach, see text |
Sonic glaive-guisarme |
37 cr |
10 |
+5 |
|
10 lbs |
S (E) |
brace, energy, reach, see text |
Force glaive-guisarme |
72 cr |
10 |
+5 |
|
10 lbs |
S (F) |
brace, force, reach, see text |
Greataxe |
20 cr |
12 |
+5 |
|
12 lbs |
S (A) |
archaic |
Vibro greataxe |
45 cr |
12 |
+5 |
|
12 lbs |
S (K) |
kinetic |
Sonic greataxe |
45 cr |
12 |
+5 |
|
12 lbs |
S (E) |
energy |
Force greataxe |
80 cr |
12 |
+5 |
|
12 lbs |
S (F) |
force |
Greatclub |
5 cr |
10 |
+3 |
|
8 lbs |
B (A) |
archaic |
Impact greatclub |
30 cr |
10 |
+3 |
|
8 lbs |
B (K) |
kinetic |
Shock greatclub |
30 cr |
10 |
+3 |
|
8 lbs |
B (E) |
energy |
Gravity greatclub |
65 cr |
10 |
+3 |
|
8 lbs |
B (F) |
force |
Greatsword |
50 cr |
12 |
19-20/+3 |
|
8 lbs |
S (A) |
archaic |
Vibro greatsword |
100 cr |
12 |
19-20/+3 |
|
8 lbs |
S (K) |
kinetic |
Sonic greatsword |
100 cr |
12 |
19-20/+3 |
|
8 lbs |
S (E) |
energy |
Force greatsword |
150 cr |
12 |
19-20/+3 |
|
8 lbs |
S (F) |
force |
Guisarme |
9 cr |
8 |
+5|= — |
12 lbs |
S (A) |
archaic, reach, trip |
Vibro guisarme |
34 cr |
8 |
+5 |
|
12 lbs |
S (K) |
kinetic, reach, trip |
Sonic guisarme |
34 cr |
8 |
+5 |
|
12 lbs |
S (E) |
energy, reach, trip |
Force guisarme |
69 cr |
8 |
+5 |
|
12 lbs |
S (F) |
force, reach, trip |
Halberd |
10 cr |
10 |
+5 |
|
12 lbs |
P or S (A) |
archaic, brace, trip |
Vibro halberd |
35 cr |
10 |
+5 |
|
12 lbs |
P or S (K) |
brace, kinetic, trip |
Sonic halberd |
35 cr |
10 |
+5 |
|
12 lbs |
P or S (E) |
brace, energy, trip |
Force halberd |
70 cr |
10 |
+5 |
|
12 lbs |
P or S (F) |
brace, force, trip |
Hammer, Lucerne |
15 cr |
12 |
+3 |
|
12 lbs |
B or P (A) |
archaic, brace, reach, see text |
Impacthammer, Lucerne |
40 cr |
12 |
+3 |
|
12 lbs |
B or P (K) |
brace, kinetic, reach, see text |
Shockhammer, Lucerne |
40 cr |
12 |
+3 |
|
12 lbs |
B or P (E) |
brace, energy, reach, see text |
Gravityhammer, Lucerne |
75 cr |
12 |
+3 |
|
12 lbs |
B or P (F) |
brace, force, reach, see text |
Hookstaff |
24 cr |
10 |
+5 |
|
10 lbs |
P (A) |
archaic, trip |
Vibro hookstaff |
49 cr |
10 |
+5 |
|
10 lbs |
P (K) |
kinetic, trip |
Sonic hookstaff |
49 cr |
10 |
+5 |
|
10 lbs |
P (E) |
energy, trip |
Force hookstaff |
84 cr |
10 |
+5 |
|
10 lbs |
P (F) |
force, trip |
Horsechopper |
10 cr |
10 |
+5 |
|
12 lbs |
P or S (A) |
archaic, reach, trip |
Vibro horsechopper |
35 cr |
10 |
+5 |
|
12 lbs |
P or S (K) |
kinetic, reach, trip |
Sonic horsechopper |
35 cr |
10 |
+5 |
|
12 lbs |
P or S (E) |
energy, reach, trip |
Force horsechopper |
70 cr |
10 |
+5 |
|
12 lbs |
P or S (F) |
force, reach, trip |
Lance |
10 cr |
8 |
+5 |
|
10 lbs |
B or P (A) |
archaic, reach |
Vibrolance |
35 cr |
8 |
+5 |
|
10 lbs |
B or P (K) |
kinetic, reach |
Soniclance |
35 cr |
8 |
+5 |
|
10 lbs |
B or P (E) |
energy, reach |
Forcelance |
70 cr |
8 |
+5 |
|
10 lbs |
B or P (F) |
force, reach |
Pickaxe |
14 cr |
8 |
+6 |
|
12 lbs |
P (A) |
archaic |
Vibro pickaxe |
39 cr |
8 |
+6 |
|
12 lbs |
P (K) |
kinetic |
Sonic pickaxe |
39 cr |
8 |
+6 |
|
12 lbs |
P (E) |
energy |
Force pickaxe |
74 cr |
8 |
+6 |
|
12 lbs |
P (F) |
force |
Ranseur |
10 cr |
8 |
+5 |
|
12 lbs |
P (A) |
archaic, disarm, reach |
Vibro ranseur |
35 cr |
8 |
+5 |
|
12 lbs |
P (K) |
disarm, kinetic, reach |
Sonic ranseur |
35 cr |
8 |
+5 |
|
12 lbs |
P (E) |
disarm, energy, reach |
Force ranseur |
70 cr |
8 |
+5 |
|
12 lbs |
P (F) |
disarm, force, reach |
Scythe |
18 cr |
8 |
+6 |
|
10 lbs |
P or S (A) |
archaic, trip |
Vibroscythe |
43 cr |
8 |
+6 |
|
10 lbs |
P or S (K) |
kinetic, trip |
Sonicscythe |
43 cr |
8 |
+6 |
|
10 lbs |
P or S (E) |
energy, trip |
Forcescythe |
78 cr |
8 |
+6 |
|
10 lbs |
P or S (F) |
force, trip |
Spear, syringe |
100 cr |
8 |
+5 |
6/13 |
6 lbs |
P (A) |
archaic, brace, see text |
Vibrospear, syringe |
200 cr |
8 |
+5 |
6/13 |
6 lbs |
P (K) |
brace, kinetic, see text |
Warsledge |
40 cr |
12 |
+5 |
|
14 lbs |
B (A) |
archaic |
Impact sledge |
80 cr |
12 |
+5 |
|
14 lbs |
B (K) |
kinetic |
Shock sledge |
80 cr |
12 |
+5 |
|
14 lbs |
B (E) |
energy |
Gravity sledge |
120 cr |
12 |
+5 |
|
14 lbs |
B (F) |
force |
(Martial) Ranged Weapons |
Cost |
Damage |
Critical |
Range |
Weight |
Type |
Special |
|
Melee/Archaic Ranged
Archaic for cost listed; vibro/impact (kinetic) for x2 or +25 (greater); laser/shock (energy) for x2 or +25 (greater); or force (both) for x5 or +60 (greater)
Firearms
Kinetic (1% cost) – slugthrowers, gyrojet, needlers, black powder (archaic)
Energy (1% cost) – laser, heat ray, sonic, PPG (phased plasma gun), ion
K/E (5% cost) – blasters (particle beams), disruptor/disintegrator, plasma
Ammo reloads for .1%
Weapon Modifications
Lightened (1/2 weight) for +50/lb (+250/kg) (as mithral)
Penetrating (ignore hardness) for +300/weapon; +6/ammo (as adamantine)
Masterwork (+1 hit) for +300
Armor
Armor is rated as one of archaic, kinetic, energy, or both. Weapons are also rated the same way. Archaic weapons and armor are only appropriate against each other; they are inappropriate vs all other ratings (archaic firearms are an exception and are treated as kinetic weapons, but only inside the first range increment). Armor not rated the same as a weapon is inappropriate vs that damage type. Inappropriate armor provides no armor AC inside the first 5 range increments or vs melee. Attacks resolved as ranged or melee touch attacks, but do not count as such for other purposes. Reinforced armor still provides its DR regardless of appropriateness, however.
Rated as Kinetic or Energy for listed price
Rated as both for x3 or +40 (greater) cost
Rated as Archaic for 1/3 the price
Light Armor |
Light Armor |
Cost |
Armor Bonus |
Max Dex |
Armor Check Penalty |
Arcane Spell Failure |
Speed |
Weight |
Notes |
Blastweave vest |
50 cr |
+2 |
+6 |
0 |
10% |
|
15 |
stops all attacks |
Reflec vest |
10 cr |
+2 |
+6 |
0 |
10% |
|
15 |
only stops energy & archaic attacks |
Synthweave vest |
10 cr |
+2 |
+6 |
0 |
10% |
|
15 |
only stops kinetic & archaic attacks |
Blastweave Jacket |
75 cr |
+3 |
+5 |
-1 |
15% |
|
20 |
stops all attacks |
Reflec Jacket |
25 cr |
+3 |
+5 |
-1 |
15% |
|
20 |
stops energy & archaic attacks |
Synthweave Jacket |
25 cr |
+3 |
+5 |
-1 |
15% |
|
20 |
stops kinetic & archaic attacks |
Blastweave Suit* |
300 cr |
+4 |
+4 |
-2 |
20% |
|
25 |
stops all attacks |
Reflec Suit* |
100 cr |
+4 |
+4 |
-2 |
20% |
|
25 |
only stops energy & archaic attacks |
Synthweave Suit* |
100 cr |
+4 |
+4 |
-2 |
20% |
— |
25 |
only stops kinetic & archaic attacks |
Medium Armor |
Medium Armor |
Cost |
Armor Bonus |
Max Dex |
Armor Check Penalty |
Arcane Spell Failure |
Speed |
Weight |
Notes |
Blastweave coat |
150 cr |
+4 |
+3 |
-2 |
20% |
-10 |
20 |
stops all attacks |
Reflec armored coat |
50 cr |
+4 |
+3 |
-2 |
20% |
-10 |
20 |
only stops energy & archaic attacks |
Synth-leather coat |
50 cr |
+4 |
+3 |
-2 |
20% |
-10 |
20 |
only stops kinetic & archaic attacks |
Light composite plasteel armor* |
150 cr |
+5 |
+3 |
-4 |
25% |
-10 |
30 |
stops all attacks |
Light composite reflec armor* |
50 cr |
+5 |
+3 |
-4 |
25% |
-10 |
30 |
only stops energy & archaic attacks |
Light composite synthweave armor* |
50 cr |
+5 |
+3 |
-4 |
25% |
-10 |
30 |
only stops kinetic & archaic attacks |
Composite plasteel suit* |
450 cr |
+6 |
+2 |
-5 |
30% |
-10 |
40 |
stops all attacks |
Composite reflec suit* |
150 cr |
+6 |
+2 |
-5 |
30% |
-10 |
40 |
only stops energy & archaic attacks |
Composite synthweave suit* |
150 cr |
+6 |
+2 |
-5 |
30% |
-10 |
40 |
only stops kinetic & archaic attacks |
Plasteel breastplate* |
600 cr |
+6 |
+3 |
-5 |
25% |
-10 |
30 |
stops all attacks |
Reflec breastplate* |
200 cr |
+6 |
+3 |
-5 |
25% |
-10 |
30 |
only stops energy & archaic attacks |
Ballistic breastplate* |
200 cr |
+6 |
+3 |
-5 |
25% |
-10 |
30 |
only stops kinetic & archaic attacks |
|
(*) - may be sealed for +100 cr
Armor Modifications
Lightened for +1000/Light; +4000/Medium; +9000/Heavy; +1000/Shield (as mithral)
Reinforced for +5000/Light; +10000/Medium; +15000/Heavy (DR 1/-; 2/-; 3/-) (as adamantine)
Fitted for +150 (-1 check Penalties) (as masterwork)
Goods & Services
Other goods are priced as is, usually at ½ weight
Lightening is available as per armor (so ¼ weight) (+50/lb)
Psi-tech
Magic Items are priced as is.
Technology
Cybertech - characters are not limited by slots and implant is only measured against Con. Cybertech comes in different grades which modify implantation values and costs. Feats are available to increase implant limits. Exceeding implant values does not cause non-function of implants, but causes cyber-psychosis instead.
Arm Slot Cybertech |
Price |
Weight |
Implant |
Install DC |
Source |
Cybernetic arm |
4,750 cr |
9 lbs. |
2 |
28 |
TG |
Implanted weaponry |
10,000 cr (special) |
1 lb. |
2 |
26 |
TG |
Body Slot Cybertech |
Price |
Weight |
Implant |
Install DC |
Source |
Dermal plating (mark I) |
4,000 cr |
5 lbs. |
2 |
24 |
TG |
Cyberfiber muscles (mark I) |
8,000 cr |
10 lbs. |
2 |
24 |
TG |
Thoracic nanite chamber (mark I) |
8,000 cr |
5 lbs. |
2 |
24 |
TG |
Wirejack tendons (mark I) |
8,000 cr |
10 lbs. |
2 |
24 |
TG |
Biofilter |
16,000 cr |
2 lbs. |
3 |
25 |
TG |
Dermal plating (mark II) |
16,000 cr |
5 lbs. |
4 |
26 |
TG |
Cyberfiber muscles (mark II) |
32,000 cr |
10 lbs. |
4 |
28 |
TG |
Thoracic nanite chamber (mark II) |
32,000 cr |
5 lbs. |
4 |
28 |
TG |
Wirejack tendons (mark II) |
32,000 cr |
10 lbs. |
4 |
28 |
TG |
Dermal plating (mark III) |
36,000 cr |
5 lbs. |
4 |
28 |
TG |
Dermal plating (mark IV) |
64,000 cr |
5 lbs. |
8 |
30 |
TG |
Cyberfiber muscles (mark III) |
72,000 cr |
10 lbs. |
8 |
36 |
TG |
Thoracic nanite chamber (mark III) |
72,000 cr |
5 lbs. |
8 |
36 |
TG |
Wirejack tendons (mark III) |
72,000 cr |
10 lbs. |
8 |
36 |
TG |
Dermal plating (mark V) |
100,000 cr |
5 lbs. |
10 |
32 |
TG |
Brain Slot Cybertech |
Price |
Weight |
Implant |
Install DC |
Source |
Skillslot |
2,000 cr |
1 lb. |
1 |
30 |
TG |
Frenzychip |
36,400 cr |
1 lb. |
1 |
32 |
TG |
Ears Slot Cybertech |
Price |
Weight |
Implant |
Install DC |
Source |
Cybernetic ears |
4,000 cr |
1 lb. |
1 |
28 |
TG |
Eyes Slot Cybertech |
Price |
Weight |
Implant |
Install DC |
Source |
Cybernetic eyes |
4,000 cr |
1 lb. |
1 |
28 |
TG |
Head Slot Cybertech |
Price |
Weight |
Implant |
Install DC |
Source |
Cranial bomb |
4,500 cr |
1/2 lb. |
1 |
25 |
TG |
Legs Slot Cybertech |
Price |
Weight |
Implant |
Install DC |
Source |
Cybernetic legs |
8,500 cr |
12 lbs. |
4 |
28 |
TG |
Body Slot Cybertech |
Price |
Weight |
Implant |
Install DC |
Source |
Cyberart |
100 cr |
1 lb. |
0 |
20 |
TG |
|
Pharmaceuticals
Pharmaceutical |
Price |
Source |
Baseline |
225 cr |
TG |
Cardioamp |
455 cr |
TG |
Cureall |
140 cr |
TG |
Hemochem (Grade I) |
25 cr |
TG |
Hemochem (Grade II) |
50 cr |
TG |
Hemochem (Grade III) |
75 cr |
TG |
Hemochem (Grade IV) |
100 cr |
TG |
Hemochem (Grade V) |
125 cr |
TG |
Hype |
25 cr |
TG |
Torpinal |
30 cr |
TG |
Vive |
20 cr |
TG |
Zortaphen |
225 cr |
TG |
|
Technological Gear - color codes are: white, red, orange, yellow, green, blue, indigo, violet, and black. This is an easier progression to remember.
Item |
Price |
Weight |
Source |
Access and Locks |
Access card (brown/white) |
3 cr |
— |
TG |
Access card (black/red) |
10 cr |
— |
TG |
Access card (white/orange) |
40 cr |
— |
TG |
Access card (gray/yellow) |
90 cr |
— |
TG |
Access card (green/green) |
160 cr |
— |
TG |
Access card (red/blue) |
250 cr |
— |
TG |
Access card (blue/indigo) |
360 cr |
— |
TG |
Access card (orange/violet) |
490 cr |
— |
TG |
Access card (prismatic/black) |
1,000 cr |
— |
TG |
E-pick (brown) |
30 cr |
1 lb. |
TG |
E-pick (black) |
100 cr |
1 lb. |
TG |
E-pick (white) |
400 cr |
1 lb. |
TG |
E-pick (gray) |
900 cr |
1 lb. |
TG |
E-pick (green) |
1,600 cr |
1 lb. |
TG |
E-pick (red) |
2,500 cr |
1 lb. |
TG |
E-pick (blue) |
3,600 cr |
1 lb. |
TG |
E-pick (orange) |
4,900 cr |
1 lb. |
TG |
E-pick (prismatic) |
10,000 cr |
1 lb. |
TG |
Lock coder (brown) |
600 cr |
5 lbs. |
TG |
Lock coder (black) |
2,000 cr |
5 lbs. |
TG |
Lock coder (white) |
8,000 cr |
5 lbs. |
TG |
Lock coder (gray) |
18,000 cr |
5 lbs. |
TG |
Lock coder (green) |
32,000 cr |
5 lbs. |
TG |
Lock coder (red) |
50,000 cr |
5 lbs. |
TG |
Lock coder (blue) |
72,000 cr |
5 lbs. |
TG |
Lock coder (orange) |
98,000 cr |
5 lbs. |
TG |
Lock coder (prismatic) |
200,000 cr |
5 lbs. |
TG |
Batteries and Power |
Battery |
100 cr |
1 lb. |
TG |
Power cable |
500 cr |
1 lb. |
TG |
Power receiver |
5,000 cr |
1 lb. |
TG |
Grenades and Explosives |
Arc grenade |
750 cr |
1 lb. |
TG |
Atom grenade |
6,000 cr |
1 lb. |
TG |
Bang grenade |
250 cr |
1 lb. |
TG |
Bio grenade |
3,300 cr |
1 lb. |
TG |
Concussion grenade |
750 cr |
1 lb. |
TG |
Cylex |
3,600 cr |
1 lb. |
TG |
Detonator |
500 cr |
1 lb. |
TG |
EMP grenade |
750 cr |
1 lb. |
TG |
Flash grenade |
750 cr |
1 lb. |
TG |
Flechette grenade |
750 cr |
1 lb. |
TG |
Fragmentation grenade |
750 cr |
1 lb. |
TG |
Gravity grenade |
2,250 cr |
1 lb. |
TG |
Inferno grenade |
750 cr |
1 lb. |
TG |
Plasma grenade |
1,600 cr |
1 lb. |
TG |
Soft grenade |
750 cr |
1 lb. |
TG |
Sonic grenade |
1,000 cr |
1 lb. |
TG |
Zero grenade |
750 cr |
1 lb. |
TG |
Implants, Medical Devices, and Nanotech |
Chemalyzer |
2,500 cr |
8 lbs. |
TG |
Clonepod |
60,000 cr |
95 lbs. |
TG |
Cortex gun (mark I) |
30,250 cr |
1 lb. |
TG |
Cortex gun (mark II) |
60,500 cr |
1 lb. |
TG |
Cortex gun (mark III) |
90,750 cr |
1 lb. |
TG |
Cortex gun (mark IV) |
120,000 cr |
1 lb. |
TG |
Cortex gun (mark V) |
151,250 cr |
1 lb. |
TG |
Filter mask |
4,500 cr |
1 lb. |
TG |
Goo tube |
6 cr |
1/10 lb. |
TG |
Medlance |
500 cr |
— |
TG |
Nanite canister |
500 cr |
1 lb. |
TG |
Nanite hypogun (brown) |
1,000 cr |
1 lb. |
TG |
Nanite hypogun (black) |
6,000 cr |
1 lb. |
TG |
Nanite hypogun (white) |
15,000 cr |
1 lb. |
TG |
Nanite hypogun (gray) |
28,000 cr |
1 lb. |
TG |
Nanite hypogun (green) |
45,000 cr |
1 lb. |
TG |
Nanite hypogun (red) |
66,000 cr |
1 lb. |
TG |
Nanite hypogun (blue) |
91,000 cr |
1 lb. |
TG |
Nanite hypogun (orange) |
125,000 cr |
1 lb. |
TG |
Nanite hypogun (prismatic) |
178,000 cr |
1 lb. |
TG |
Neurocam |
36,000 cr |
2 lbs. |
TG |
Skillchip (mark I) |
400 cr |
— |
TG |
Skillchip (mark II) |
1,600 cr |
— |
TG |
Skillchip (mark III) |
3,600 cr |
— |
TG |
Skillchip (mark IV) |
6,400 cr |
— |
TG |
Skillchip (mark V) |
10,000 cr |
— |
TG |
Trauma pack |
1,500 cr |
5 lbs. |
TG |
Trauma pack plus |
11,250 cr |
5 lbs. |
TG |
Veemod (brown) |
200 cr |
— |
TG |
Veemod (black) |
400 cr |
— |
TG |
Veemod (white) |
2,500 cr |
— |
TG |
Veemod (gray) |
6,000 cr |
— |
TG |
Veemod (green) |
10,000 cr |
— |
TG |
Veemod (red) |
12,000 cr |
— |
TG |
Veemod (blue) |
20,000 cr |
— |
TG |
Veemod (orange) |
30,000 cr |
— |
TG |
Veemod (prismatic) |
50,000 cr |
— |
TG |
Veemod goggles |
1,000 cr |
— |
TG |
Other Tools and Accessories |
Camera |
3,000 cr |
3 lbs. |
TG |
Chipfinder (brown) |
500 cr |
4 lbs. |
TG |
Chipfinder (black) |
3,000 cr |
4 lbs. |
TG |
Chipfinder (white) |
7,500 cr |
4 lbs. |
TG |
Chipfinder (gray) |
14,000 cr |
4 lbs. |
TG |
Chipfinder (green) |
22,500 cr |
4 lbs. |
TG |
Chipfinder (red) |
33,000 cr |
4 lbs. |
TG |
Chipfinder (blue) |
45,500 cr |
4 lbs. |
TG |
Chipfinder (orange) |
60,000 cr |
4 lbs. |
TG |
Chipfinder (prismatic) |
76,500 cr |
4 lbs. |
TG |
Commset |
6,000 cr |
2 lbs. |
TG |
Emergency beacon |
900 cr |
10 lbs. |
TG |
Emergency raft |
3,600 cr |
10 lbs. |
TG |
Emergency shelter |
18,000 cr |
15 lbs. |
TG |
Fire extinguisher |
6,000 cr |
7 lbs. |
TG |
Flashlight |
30 cr |
1 lb. |
TG |
Force field (brown) |
4,000 cr |
1 lb. |
TG |
Force field (black) |
20,000 cr |
1 lb. |
TG |
Force field (white) |
40,000 cr |
1 lb. |
TG |
Force field (gray) |
60,000 cr |
1 lb. |
TG |
Force field (green) |
80,000 cr |
1 lb. |
TG |
Force field (red) |
100,000 cr |
1 lb. |
TG |
Force field (blue) |
120,000 cr |
1 lb. |
TG |
Force field (orange) |
140,000 cr |
1 lb. |
TG |
Force field (prismatic) |
220,000 cr |
1 lb. |
TG |
Gravity clip |
2,000 cr |
— |
TG |
Grippers |
100 cr |
5 lbs. |
TG |
Hologram generator (brown) |
500 cr |
1 lb. |
TG |
Hologram generator (black) |
1,000 cr |
1 lb. |
TG |
Hologram generator (white) |
2,000 cr |
1 lb. |
TG |
Hologram generator (gray) |
4,000 cr |
1 lb. |
TG |
Hologram generator (green) |
30,000 cr |
1 lb. |
TG |
Hologram generator (red) |
40,000 cr |
1 lb. |
TG |
Hologram generator (blue) |
50,000 cr |
1 lb. |
TG |
Hologram generator (orange) |
60,000 cr |
1 lb. |
TG |
Hologram generator (prismatic) |
90,000 cr |
1 lb. |
TG |
Inertial dampening belt |
10,000 cr |
2 lbs. |
TG |
Ion tape |
100 cr |
1 lb. |
TG |
Jetpack |
18,000 cr |
10 lbs. |
TG |
Laser sight |
8,000 cr |
1 lb. |
TG |
Lighter |
10 cr |
— |
TG |
Magboots |
5,000 cr |
6 lbs. |
TG |
Motion tracker |
10,000 cr |
2 lbs. |
TG |
Quantum box |
40,000 cr |
2 lbs. |
TG |
Radiation detector |
2,000 cr |
3 lbs. |
TG |
Robojack |
30,000 cr |
3 lbs. |
TG |
Signal booster |
9,000 cr |
7 lbs. |
TG |
Signal jammer |
10,000 cr |
8 lbs. |
TG |
Tracker chip |
500 cr |
— |
TG |
Zipstick |
20 cr |
1 lb. |
TG |
|
Additional Rules
Hyperspace Navigation
All navigators must be sentient beings with a Con score, as hyperspace navigation requires connection to the Force and intuition.
Warpgates
A warpgate is an existing rift from this universe into another, called Hyperspace, natural or artificial, that leads to a specific destination in this universe over a specific time. This is set when the rift was created.
Intuitive navigators use astral traveler to open warpgates and travel hyperspace. Classes that are considered the best potential navigators:
- Gifted Blades (lvl 3 min)
- Marksmen (lvl 1 min)
- Psions (lvl 1 min)
- Psychic Warriors (lvl 1 min)
- Wilders (lvl 1 min)
- Other psionic manifesters able to cast 2nd level powers (as they can spend a feat on Expanded Knowledge and learn astral traveler)
Other navigators, use psi-tech (crystals, dojres, etc) to open warpgates and travel hyperspace. This only requires the attunement skill to open, enter, and traverse the warpgate. This is considered less optimal as the check can fail and potentially strand the ship for at least 24 hours (roll a 1 on a wand) or cause a mishap (fail 10+ on a crystal)
Rifting
Rifting is opening a rift and entering hyperspace to wherever desired. This requires the astral caravan power which is a level 3 Nomad power. This means a 5th level Nomad or another character capable of manifesting a level 4 power (7th, 8th, 10th, 13th, or 15th level) can learn it. Travel time is determined once in hyperspace based on knowledge: (planes) check. Typical transit time are about a week.
It is possible, though dangerous, to use psi-tech to attempt rifting. A power crystal has a minimum DC of 29 (23 adjusted) with failure causing a mishap. A wand still only requires a 20, but on a 1, fails for 24 hours.
Hyperspace Jump
A hyperspace jump is using planar travel to instantaneously jump to the desired system. This is a level 5 Nomad power, requiring a manifester level of 9 minimum, potentially much higher for other classes (though Marksman and Gifted Blade never get level 6 powers).
As always, psi-tech is available, though dangerous.
Hyperspace Dangers
Each day of transit there is a 1% cumulative chance of an encounter. For each subsequent encounter in a given trip, +20 (to a max of +100) is added to the roll on the hyperspace encounter chart.
System Navigation
Traveling in system uses knowledge: (religion) checks for astrogation to shorten travel times and make the best routes. In-system navigation can be done by computer, droid, sentient, or automation as it represents regular science, not the twisted reality of hyperspace. Travel is simply distance (typically in LS) over ship speed in minutes.
Jumping
Ships can make use of psychoport to make "small" jumps in-system. Substitute LS for miles. Again this requires a psionic character or someone able to use psi-tech. Psychoport is a level 5 Nomad power, requiring very high level manifesters or potentially dangerous activation of psi-tech.
Advanced Jumps
Manifesters or psi-tech capable of greater psychport can jump as far as 50,000 LS (~10 AU) at a time. This is a level 8 Psion/Wilder power.
Jump Gates
The psychoportation circle creates a temporary connection between two points in space up to 50,000 LS apart.
Psionics
Morality
Ability score is not the only thing that determines the maximum level power that may be manifested; the manifester’s position on the morality axis must also be factored in. At Neutral (5), only 1st level powers can be manifested. Each +/- 1 morality allows manifestation of level +2 powers, assuming all other factors also allow it.
The Kai
Morality 1-5
The Sith
Morality 5-9
Powers
Prestige Classes
Gamemastering
Expected Wealth & NPC Gear Values
PC Level |
Wealth |
NPC Level |
Heroic Level |
Total cr Value |
Weapons |
Protection |
Magic |
Limited Use |
Gear |
Treasure by Encounter** |
|
|
1 |
— |
520 cr |
100 cr |
260 cr |
— |
80 cr |
80 cr |
|
1 |
rollx2 |
2 |
1 |
780 cr |
200 cr |
300 cr |
— |
80 cr |
200 cr |
520 cr |
2 |
2,000 cr |
3 |
2 |
1,560 cr |
700 cr |
400 cr |
— |
160 cr |
300 cr |
1,100 cr |
3 |
6,000 cr |
4 |
3 |
3,300 cr |
1300 cr |
1,600 cr |
— |
200 cr |
400 cr |
1,600cr |
4 |
12,000 cr |
5 |
4 |
4,800 cr |
1800 cr |
2,000 cr |
— |
600 cr |
400 cr |
2,300 cr |
5 |
21,000 cr |
6 |
5 |
6,900 cr |
2,800 cr |
2,800 cr |
— |
900 cr |
400 cr |
3,100 cr |
6 |
32,000 cr |
7 |
6 |
9,300 cr |
4,700 cr |
3,300 cr |
— |
900 cr |
400 cr |
4,000 cr |
7 |
47,000 cr |
8 |
7 |
12,000cr |
5,400 cr |
5,000 cr |
1,000 cr |
1200 cr |
400 cr |
5,200 cr |
8 |
66,000 cr |
9 |
8 |
15,600 cr |
6,000 cr |
5,000 cr |
2,000 cr |
1600 cr |
1000 cr |
6,700 cr |
9 |
92,000 cr |
10 |
9 |
20,100 cr |
7,000 cr |
6,000 cr |
3,000 cr |
2,100 cr |
1000 cr |
8,500 cr |
10 |
124,000 cr |
11 |
10 |
25,500 cr |
8,000 cr |
8,000 cr |
6,000 cr |
2,500 cr |
1000 cr |
10,900 cr |
11 |
164,000 cr |
12 |
11 |
32,700 cr |
12,000 cr |
9,000 cr |
8,000 cr |
2,700 cr |
1000 cr |
14,000 cr |
12 |
216,000 cr |
13 |
12 |
42,000 cr |
17,000 cr |
11,000 cr |
10,000 cr |
3,000 cr |
1000 cr |
18,000 cr |
13 |
280,000 cr |
14 |
13 |
54,000 cr |
18,000 cr |
16,000 cr |
14,000 cr |
5,000 cr |
1000 cr |
23,200 cr |
14 |
370,000 cr |
15 |
14 |
69,600 cr |
24,000 cr |
21,000 cr |
18,000 cr |
5,600 cr |
1000 cr |
30,000 cr |
15 |
480,000 cr |
16 |
15 |
90,000 cr |
34,000 cr |
27,000 cr |
22,000 cr |
6,000 cr |
1000 cr |
39,000 cr |
16 |
630,000 cr |
17 |
16 |
117,000 cr |
38,000 cr |
36,000 cr |
32,000 cr |
8,000 cr |
3,000 cr |
50,000 cr |
17 |
820,000 cr |
18 |
17 |
150,000 cr |
48,000 cr |
46,000 cr |
40,000 cr |
13,000 cr |
3,000 cr |
64,000 cr |
18 |
1,060,000 cr |
19 |
18 |
192,000 cr |
60,000 cr |
56,000 cr |
56,000 cr |
16,000 cr |
4,000 cr |
82,000 cr |
19 |
1,370,000 cr |
20 |
19 |
246,000 cr |
80,000 cr |
70,000 cr |
70,000 cr |
22,000 cr |
4,000 cr |
106,000 cr |
20 |
1,760,000 cr |
— |
20 |
318,000 cr |
110,000 cr |
80,000 cr |
88,000 cr |
36,000 cr |
4,000 cr |
134,000 cr |
|
Environment