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Acts of Association

SFS 1-32

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Character

Perception

Sense Motive

Initiative

Character Image

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Struggle’s Scholar Ship Class Layout

Crew:

Capt. Remahd

Yotto

Teliu

Kela

Traska

Blue Sky 101 (android)

DT

Dead

Crew

OBSERVER-CLASS SECURITY ROBOT CR 1

XP 400

N Small construct (technological)

Init +4; Senses darkvision 60 ft., low-light vision; Perception +5

DEFENSE HP 17

EAC 14; KAC 15

Fort +1; Ref +1; Will –1

Defensive Abilities exigency, integrated weapons; Immunities construct immunities

Weaknesses vulnerable to critical hits, vulnerable to electricity

OFFENSE

Speed 30 ft., fly 30 ft. (Ex, average)

Melee slam +6 (1d6+3 B)

Ranged integrated pulsecaster pistol +9 (1d4+1 E nonlethal), or stickybomb grenade I +9 (explode [10 ft., entangled 2d4 rounds, DC 10])

STATISTICS

Str +2; Dex +4; Con —; Int +1; Wis +0; Cha +0

Skills Acrobatics +10, Athletics +5, Computers +5

Languages Common

Other Abilities unliving

Gear pulsecaster pistol with 2 batteries (20 charges each),

stickybomb grenades I (2)

ECOLOGY

Environment any urban

Organization solitary or fleet (2–5)

SPECIAL ABILITIES

Exigency (Ex) An observer-class security robot can expend

a large store of energy to temporarily increase its processing power and attempt to avoid an attack. Once per day, it can reroll a failed Reflex saving throw with a +10 circumstance bonus.

Integrated Weapons (Ex) A security robot’s weapons are integrated into its frame and can’t be disarmed.

Ship Glitch Gremlin CR 1

XP 400

CE Small fey

Init +3; Senses detect tech (starships and their integrated systems only), low-light vision; Perception +5

Aura disaster (30 ft.)

Defense

HP14

EAC 11; KAC 12

Fort +3; Ref +3; Will +4

Defensive Abilities void adaptation; Immunities fire; Resistances cold 5; SR 12

Offense

Speed 30 ft., climb 30 ft., fly 60 ft. (Ex, clumsy)

Melee attach +3 or bite +3 (1d4+1 A & P; critical corrode 1d4) or wing +3 (1d4+1 B; critical knockdown)

Multiattack attach –3, bite –3 (1d4+1 A & P; critical corrode 1d4), and wing –3 (1d4+1 B; critical knockdown)

Spell-Like Abilities (CL 2nd; ranged +2)

1/day—grease (DC 14), hold portal, overheat (DC 14)

At will—dancing lights, energy ray (electricity or fire only), ghost sound (DC 13)

Constant—detect tech (starships and their integrated systems only)

Statistics

STR +0; DEX +3; CON +1; INT +0; WIS +1; CHA +2

Skills Acrobatics +5 (–3 to fly), Computers +5 (+10 to use starship systems), Engineering +10, Piloting +10

Languages Aklo, Common

Other Abilities spaceflight, stellar stowaway

Ecology

Environment any or vacuum

Organization solitary, pair, or flock (3–12)

Special Abilities

Aura of Disaster (Ex) Whenever an attack against a ship glitch gremlin fails to affect the gremlin for any reason while any part of a starship is within 30 feet of the gremlin and within range of the attack (including any time the gremlin is on board a starship), the attack ricochets wildly to cause damage to the ship and its systems. A randomly determined starship system becomes one step more damaged. (If the damaged system is life support, rather than the normal effect, a 10-foot-radius of the gremlin’s choice within the ship becomes a zero-gravity environment until the life support system is patched or repaired.) In addition, spilled oil or debris falls in 1d4 5-foot-squares of the gremlin’s choice within 30 feet, creating difficult terrain or cover as the gremlin prefers.

Stellar Stowaway (Ex) In starship combat, a ship glitch gremlin on board a ship can cause havoc at the end of its ship’s turn. It attempts an Engineering check against the same DC to patch a damaged starship system; if it succeeds, it causes the ship system of its choice to function as if one step more damaged until the end of starship combat. If that system is already critical, another randomly chosen system is degraded this way instead.

[dice= Kneepuncher, Percept] 1d20+6 [/dice]

[dice= Shokil, Percept] 1d20+5 [/dice]

[dice= Staar, Percept] 1d20+3 [/dice]

[dice= Saeron Kasari, Percept] 1d20+11 [/dice]

[dice= Oda, Percept] 1d20+0 [/dice]

[dice= Bele, Percept] 1d20+0 [/dice]

[dice= Kneepuncher, SenseMot] 1d20-1 [/dice]

[dice= Shokil, SenseMot] 1d20+5 [/dice]

[dice= Staar, SenseMot] 1d20-2[/dice]

[dice= Saeron Kasari, SenseMot] 1d20+11 [/dice]

[dice= Oda, SenseMot] 1d20+0 [/dice]

[dice= Bele, SenseMot] 1d20+0 [/dice]

[dice= Kneepuncher, Init] 1d20+1[/dice]

[dice= Shokil, Init] 1d20+2 [/dice]

[dice= Staar, Init] 1d20+0 [/dice]

[dice= Saeron Kasari, Init] 1d20+1 [/dice]

[dice= Oda, Init] 1d20+0 [/dice]

[dice= Bele, Init] 1d20+0 [/dice]

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S

Hammer of Hylax

Dossier for Hammer of Hylax

Species: Trox, large arthropods.

Formal Title: Hammer of Hylax; Ambassador; Your Honor. Pronouns: She/her.

“Hammer of Hylax” is the honorific used by the dignitary from settlement AO-668, situated on a large moon orbiting an uncharted planet in Near Space. Though physically imposing, “Hammer” is a gentle being with a peaceful nature.

Settlement AO-668 (named for the original catalog number from the first survey of moon) is composed only of trox—who somehow arrived on the moon in a time period they refer to as the Seeding.

Hammer is extremely honest, and has frankly told me that they are less interested in what we have to offer, and more interested in evaluating the Starfinder Society as reliable and trustworthy allies.

She has not revealed any additional information about her colony, understanding her people’s need for secrecy to avoid finding themselves attacked or otherwise exploited by larger galactic powers.

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Initial encounter : Helpful

Theatorium : Helpful

Tour : Helpful

Shopping: indifferent result still Helpful

Pets:

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.

D%

System

1–10

Life support

11–30

Sensors

31–60

Weapons array

Randomly determine one arc containing weapons; condition applies to all gunner actions in that arc

61–80

Engines

Condition applies to all pilot actions

81–100

Power core

Condition applies to all engineer actions

Glitching –2 penalty.

Malfunctioning –4 penalty.

Wrecked wrecked system is minimally functional. Crew actions involving the system (except the hold it together and patch engineer actions and minor crew actions; see page 326) automatically fail. If the power core is wrecked, all crew actions aboard the starship not involving the power core take a –4 penalty; this penalty stacks with penalties from critical damage conditions affecting other systems.

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3. Game Room

4. Observation

5. Spa

6. Stairs

7. Bridge

8. Crew Quarters

9. Baggage Airlock

10. Pass. Cabins

11. Engineering

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Upper Deck

3. Game Room

4. Observation

5. Spa

6. Stairs

7. Bridge

8. Crew Quarters

9. Baggage Airlock

10. Pass. Cabins

11. Engineering

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Icons

Dakoyo Gaz Nako Quonx

Security bot

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SKITTERMANDER SLANG

Drift: An adjective describing something fascinating and weird, likely never seen before or unique.

“The creature we encountered in the sulfur canyons of that unexplored moon was so drift I could hardly believe it!”

Nufriend: A form of address usually directed toward a stranger whose acquaintance you would like to make.

“Greetings, nufriend! We’re here to help!”

Gree: An interrogative, usually inserted at the end of a sentence to inquire whether others concur with the previous sentence or plan of action.

“If we sneak around that stack of crates, we can get the jump on those nasties, gree?”

Allsix: An adverb describing maximum effort; it is a reference to using all six arms to perform an action.

“I had to work allsix to repair that malfunctioning stealth drone.”

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[dice= Init, Horror Personified] 1d20 + 4 [/dice]

[dice= Init, Kai] 1d20 + 4 [/dice]

[dice= Init, Patterson] 1d20 + 4 [/dice]

{dice= Init, Steev] 1d20 + 6 [/dice]

[dice= Init, HK] 1d20 + 3 [/dice]

[dice= Init, Hermena] 1d20 + 3 [/dice]

[dice= Init, Alzandre] 1d20 + 2 [/dice]

FERAL XILL CR 3

LE Small outsider (extraplanar, evil)

Init +4; Senses darkvision 60 ft.; Perception +8

DEFENSE HP 40

EAC 15; KAC 15

Fort +5; Ref +5; Will +4

SR 14

OFFENSE

Speed 30 ft.

Melee bite +12 (1d6+5 P plus paralysis) or improvised weapon

+9 (1d3+3 B)

Multiattack bite +6 (1d6+6 P plus paralysis), 2 improvised

weapons +3 (1d3+3 B)

Ranged damaged red star plasma pistol +9 (1d4+3 E & F;

critical 1d4 burn)

Offensive Abilities multiattack, xill implantation

TACTICS

During Combat The xill attacks the nearest creature,

attempting to paralyze it with her attack. If successful, she

spends her next round using her implantation ability. If the

xill fails to paralyze a target after two bite attempts, she

continues fighting using her multiattack ability.

Morale Unable to flee, the xill fights to the death.

STATISTICS

Str +2; Dex +4; Con +0; Int +1; Wis +0; Cha +0

Skills Acrobatics +8, Athletics +8, Stealth +13

Languages Common, Infernal

SPECIAL ABILITIES

Multiattack (Ex) A xill can make multiple melee attacks as a

full action, as listed in the Multiattack section of the stat

block. In this case, the xill can attack with its bite and two

improvised weapons as a full action.

Paralysis (Su) A xill’s bite causes its target to gain the paralyzed

condition for until the end of the xill’s next turn unless the

target succeeds at a DC 12 Fortitude saving throw.

Xill Implantation (Ex) As a standard action, a xill can use an

ovipositor in its mouth to implant a paralyzed creature

with xill larvae. This attack deals no damage, but the target

must succeed at a DC 12 Fortitude save or contract the xill

implantation disease.

STUNTED XILL IMPLANTATION

Type disease (injury); Save Fortitude DC 12

Track physical; Frequency 1/8 hours

Effect The implanted xill larvae can be removed by succeeding

a DC 18 Medicine check, ending the affliction. Each attempt

takes 10 minutes. Failing this check deals 1d4 damage to the

patient. At the impaired state and beyond, the damage from

failing this Medicine check increases to 1d6.

Cure 2 consecutive saves