TEXT: 1
  SPACE
  BOUNTY HUNTER
  8- b i t A d v e n t u r e s
  
  2
  SPACE
  BOUNTY HUNTER
  8- b i t A d v e n t u r e s
  Credits
  Author: Ben Dowell
  Editor: Michael Ritter
  Copy Editor: Lucus Palosaari
  Artist: Rick Hershey
  Design and Layout: Rick Hershey
  Fat Goblin Hoarde: Ben Dowell, Eric Hindley, Ismael Alvarez, J Gray, Jason Owen Black, Jeffrey Swank, John 
  Bennett, Justice Mora, Kalyna Conrad, Kiel Howell, Kim Frandsen, Landon Winkler, Matt Roth, Michael Ritter, 
  Rodney Sloan, Taylor Hubler, Lucus Palosaari, Rick Hershey, and Troy Daniels
  Line Developer: Ben Dowell
  Business Manager: Tristan Hershey
  Publisher: Rick Hershey of Fat Goblin Games
  8-Bit Adventures: Space Bounty Hunters © 2017 Fat Goblin Games
  Compatibility with the Starfinder Roleplaying Game requires the Starfinder Roleplaying Game from Paizo Inc. See http://paizo.com/
  starfinder for more information on the Starfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse 
  this product.
  Starfinder s a registered trademark of Paizo Publishing, LLC, and the Starfinder® Roleplaying Game and the Starfinder® Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Starfinder® Roleplaying Game Compatibility License. 
  See http:// paizo.com/starfinder/compatibility for more information on the compatibility license.
  Open Game Content: All material — including but not limited to art, place and character names, character and setting descriptions, 
  background, and new class descriptions—is Product Identity. All other content is considered Open Game Content.
   
  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.
  
  3
  About FAt Goblin GAmes
  Based in South Carolina, USA, Fat Goblin Games was founded in 2011 to create Pathfinder Roleplaying Game 
  compatible products. With a focus on high quality production values and providing a creative environment for 
  our team of freelancers (The Fat Goblin Hoarde), Fat Goblin Games has quickly become a recognized force in 
  the world of Third Party Publishers of not just the Pathfinder Roleplaying Game and 5th Edition Fantasy, but 
  also supporting the vs. M Engine and releasing official products for Castle Falkenstein, originally published by 
  R. Talsorian Games. With hundreds of support books, visual aids, campaign settings, and quality stock art, 
  Fat Goblin Games continues to provide exciting content and fantastic worlds in which gamers can immerse 
  themselves.
  Visit us on Facebook, follow us on Twitter and check out our website at fatgoblingames.com.
  Contents
  Introduction 
  4
  Iconic Creatures 
  4
  New Character Options 
  17
  Feats 
  17
  Spells 
  19
  Iconic Items & Equipment 
  20
  Starships 
  23
  Animal Companions            
  24
  Familiars 
  26
  Campaign Kit 
  32
  Appendix 
  44
  
  4
  introduCtion
  Welcome to 8-Bit Adventures! Do you yearn for a simpler time, when video games scrolled right and you 
  only had to deal with 2 buttons at a time? An era where blocky, colorful, vaguely recognizable shapes made up 
  heroes that battled odd and often confusing villains with little to no context? Then Fat Goblin Games has you 
  covered!
  This product line is designed to take a nostalgic look at the iconic video games of the past and bring those 
  adventures to life in your campaigns in the Starfinder Roleplaying Game with all new options. Each volume will 
  include creatures, magic items, and maybe more! The names have been changed, but the flavor remains the same 
  to ensure that the references are easy to see. Each volume will describe a different game world, each inspired by a 
  classic game sure to inspire nostalgia in even the most hardened of veterans.
  This volume covers the assault of Mother Mind on the Union System. The A.I. has an army of space pirates and 
  genetically engineered creatures at her disposal, ranging from the lowly alien jelly up to Mother Mind herself. Most 
  of the aliens presented here include optional variants to help encompass the vast array of foes found across the 
  many landscapes of the Union System. These foes provide a wealth of options to challenge parties of any level.
  Unfortunately for the poor people of the Union System, the Bounty Hunter isn’t available. This means that your 
  PCs are going to have to step up and help! Luckily there are a variety of helpful items available, from the red nova 
  plasma pistol and cryo-missile, to the powerful mech suit and Hunter-Class Gunship. Everything you need to 
  include these flavorful items into the Starfinder Roleplaying Game can be found in this volume. 
  In these pages you’ll find 8 Iconic Creatures and 1 Boss Character, 9 new feats, 4 themed spells, 8 Iconic 
  Equipment Items, Starfinder Animal Companions and Familiars, 5 Part Campaign Kit, and 1 Map to add a little 
  vintage flair to your campaign. Whether you use a single alien or run a whole campaign against the legendary 
  Mother Mind, you’ll be sure to find a memorable foe within!
  iConiC CreAtures
  The depths of space have many creatures both strange and terrifying. As such, many creatures can be pulled from 
  the Pathfinder Roleplaying Game’s Bestiaries, using the Starfinder Core Rulebook’s Legacy Conversion system to 
  represent them, with only cosmetic changes to the creatures needed. Some of Mother Mind’s genetically engineered 
  monsters are like creatures found in the Bestiaries, but with a few differences. These creatures will list a standard 
  monster, and what changes should be made to fit the worlds of space bounty hunters better. Additionally, there are 
  some creatures so unique that all new monster stats are needed. And, once we’ve battled all her minions, we see 
  Mother Mind; a fully fleshed out NPC.
  The creatures in the following pages can always have their CR tweaked by advancing the Hit Dice of the alien, or, 
  adding templates. Just remember your classic video games; if they have an ability that makes them stronger, they 
  are always a different color than their basic cousins!
  stAndArd CreAtures
  The Union System has become overrun with Mother Mind’s space pirates. We suggest using the security robot, 
  space goblin, and space pirate entries from the Starfinder: First Contact supplement to represent these pirates. 
  
  5
  
  6
  N Medium aberration
  Init +4; Senses darkvision 60 ft., sense blood 30 
  ft.; Perception +8
  DEFENSE 
  HP 40
  EAC 14; KAC 16
  Fort +5, Ref +5, Will +4
  Defensive Abilities blood meal; DR 5/magic
  Weaknesses vulnerable to cold
  OFFENSE
  Speed fly 50 ft. (perfect)
  Melee bite +11 (1d6+4 P plus grab)
  Offensive Abilities draining bite (1d6)
  STATISTICS
  Str +1, Dex +4, Con +2, Int –2, Wis +1, Cha +0
  Skills Acrobatics +13 (+21 while flying), 
  Perception +8, Stealth +8, Survival +8
  Languages Aklo
  Other Abilities blood meal
  ECOLOGY
  Environment ruins, underground, or urban
  Organization solitary, pair, or swarm (3–6)
  SPECIAL ABILITIES
  Blood Meal (Su) When an alien jelly gorges 
  on energy from its draining bite to an 
  extent that it gains temporary Hit Points, 
  it moves much more quickly. It gains a +2 
  enhancement bonus to its Armor Classes and 
  on Reflex saves, and can take one additional 
  move action each round for as long as these 
  temporary Hit Points remain.
  Draining Bite (Ex) An alien jelly drains health 
  with each successful melee bite attack dealing 
  an additional 1d6 points of damage. Every 
  time an alien jelly damages a creature in this 
  way, it heals an equal amount. Hit Points 
  healed more than its maximum are gained 
  as temporary Hit Points, to a maximum 
  amount equal to its Constitution score. These 
  temporary Hit Points last for 1 hour.
  Sense Blood (Ex) An alien jelly can immediately 
  sense the presence of warm-blooded 
  creatures in a 30-foot radius as if it has the 
  blindsense (life) ability. It can detect exposed 
  blood within a mile.
  Alien jellies are strange creatures from an unknown 
  world and are feared as tenacious, man-eating beings. 
  Engineered by space pirates as a bioweapon, they are 
  deployed in populated areas to kill off the citizenry.
  Although somewhat intelligent, alien jellies do 
  not form societies. They sometimes form into small 
  swarms, but even then, they show little interest 
  in working together. Much of an alien jelly’s time 
  is spent seeking prey. Once latched onto another 
  creature, they won’t let go until that creature is dead.
  Alien Jelly
  Cr 3
  XP 800
  CombAtAnt
  The body of an alien jelly consists of a thick gelatinous membrane and contains a set of red, raspberry-shaped, 
  nuclei. They have two pairs of powerful mandibles.
  rACiAl trAits
  Ability Buy Points: +2 Dex, +2 Con, –2 Int
  Hit Points: 4
  Size and Type: Alien jelly are Medium 
  aberrations.
  Blood Meal: See Special Abilities.
  Darkvision: An alien jelly can see in the dark 
  to a range of 60 feet.
  Draining Bite: See Special Abilities.
  Flight: Alien jellies fly with gaseous sacs at a 
  speed of 50 feet (perfect maneuverability), 
  but they have no land speed.
  Grab: See Special Abilities.
  Sense Blood: An alien jelly can sense warm-
  blooded creatures to a range of 30 feet.
  
  7
  Within the wreckage of abandoned starships, a 
  techno-terrorist group called the “Pi-Rats” made 
  a devastating discovery. Deep within a derelict 
  medical bay, unidentified samples of alien tissues 
  were found. The Pi-Rats managed to salvage enough 
  tech and organic samples to synthesize the DNA and 
  clone the unknown creature. Once completed, the 
  cloning chamber released the first alien jelly, which 
  immediately killed the team that developed it. The 
  survivors of the Pi-Rats managed to contain the alien 
  jelly, seeing its potential to be used as a bioweapon 
  against ships and civilized worlds.
  Alien jellies tend to stay near ceilings in ships and 
  buildings. With their translucent bodies, they are 
  often not spotted until it’s too late. If they observe 
  any passing warm-blooded creatures, they drop 
  down on the unsuspecting prey. Once they find 
  food, they don’t stop attacking until the prey is dead, 
  or they are killed.
  While all alien jellies are clones of the original tissue 
  samples, their morphology seems to be susceptible 
  to mutations. Alien jellies are approximately four feet 
  wide, with three nuclei inside their gelatinous bodies. 
  These amorphous shells range in color from green to 
  blue, and have two sets of red pincers ready to attack 
  their prey.
  
  8
  N Small aberration
  Init +4; Senses darkvision 60 ft.; Perception +7
  DEFENSE 
  HP 25
  EAC 13; KAC 15
  Fort +4, Ref +4, Will +3
  DR 5/magic
  Weaknesses vulnerable to cold
  OFFENSE
  Speed fly 50 ft. (average)
  Melee bite +11 (1d4+3 P plus grab)
  Offensive Abilities draining bite (1d4 see below)
  STATISTICS
  Str +1, Dex +4, Con +2, Int –2, Wis +0, Cha +0
  Skills Acrobatics +12, Perception +7, Stealth +7, 
  Survival +7
  Languages Aklo
  ECOLOGY
  Environment ruins, underground, or urban
  Organization solitary, pair, or swarm (3–6)
  SPECIAL ABILITIES
  Draining Bite (Ex) A baby alien jelly drains 
  health with each successful melee bite attack 
  dealing an additional 1d4 points of damage. 
  Every time a baby alien jelly damages a 
  creature in this way, it heals an equal amount. 
  Hit Points healed more than its maximum are 
  gained as temporary Hit Points, to a maximum 
  amount equal to its Constitution score. These 
  temporary Hit Points last for 1 hour.
  Alien Jelly, bAby
  Cr 2
  XP 600
  CombAtAnt
  A baby alien jelly slithers from its egg, and clumsily begins flying. Its body consists of a thick gelatinous membrane 
  and contains a set of nuclei. It has two pairs of powerful mandibles.
  imProved FAmiliAr
  A neutral spellcaster of at least 7th level who 
  takes the Improved Familiar feat can select a baby 
  alien jelly as a familiar.
  
  9
  N Tiny vermin
  Init +3; Senses darkvision 60 ft; Perception +3
  DEFENSE 
  HP 6
  EAC 10; KAC 11
  Fort +2, Ref +0, Will +2
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft.
  Melee bite +2 (1d4 P)
  STATISTICS
  Str +0, Dex +3, Con +1, Int —, Wis –1, Cha –3
  Skills Acrobatics +7, Athletics +7, Perception +3, 
  Stealth +7, Survival +3
  ECOLOGY
  Environment temperate forests or plains
  Organization solitary, pair, or colony (3–8)
  SPECIAL ABILITIES
  Quills (Ex) Any creature attacking a spikeback 
  beetle with natural weapons or an unarmed 
  strike takes 1 point of piercing damage. A 
  creature that grapples a spikeback beetle 
  takes 1d4 points of piercing damage each 
  round it does so.
  Spikeback beetles are omnivorous insects that 
  often climb trees in search of food. The spines on 
  their back provide camouflage as well as protection 
  from natural predators. Though primarily nocturnal, 
  spikeback beetles do occasionally graze during the 
  day, eating the twigs, roots, and stems of bushes, 
  coniferous trees, and other flora. Spikeback beetle 
  quills normally lie flat against the creature’s wing 
  casing, but stand stiffly on end when the beetle feels 
  threatened. Like all beetles, the spikeback beetle does 
  have wings, however, they are underdeveloped and 
  do not provide flight capability.
  beetle, sPikebACk
  Cr 1/3
  XP 135
  CombAtAnt
  This metallic, housecat-sized beetle is a shiny bronze color, with numerous quills running all over its back.
  FAmiliAr
  A spellcaster who selects a spikeback beetle as 
  a familiar gains a +3 bonus on Athletics checks as 
  long as the familiar remains within 1 mile of them; 
  a spikeback beetle familiar loses the mindless trait 
  and has an Intelligence score appropriate for its 
  master’s level.
  
  10
  N Medium vermin (fire)
  Init +3; Senses darkvision 60 ft.; Perception +19
  DEFENSE 
  HP 165
  EAC 23; KAC 25
  Fort +14, Ref +12, Will +9
  Immunities fire, mind-affecting effects
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 20 ft., fly 30 ft. (perfect)
  Melee claw +22 (2d10+18 B)
  Offensive Abilities plasma burn (2d10+10 E & F; 
  DC 17)
  STATISTICS
  Str +8, Dex +3, Con +5, Int —, Wis +0, Cha –4
  Skills Acrobatics +19 (+27 when flying), Athletics 
  +24, Perception +19, Survival +19
  Other Abilities no breath
  ECOLOGY
  Environment any
  Organization solitary or cast (2–12)
  SPECIAL ABILITIES
  Plasma Burn (Ex) Star crabs generate a chemical 
  accelerant within special glands, which 
  produces their intense heat, and the fuel that 
  propels them as they fly. This intense heat 
  deals an additional 2d10+10 electrical and 
  fire damage every time the star crab makes 
  a successful attack against an opponent. 
  Creatures that hit a star crab with natural 
  weapons or unarmed attacks take 2d10+10 
  electrical and fire damage and must make a 
  DC 17 Reflex save to avoid catching on fire.
  Star crabs behave much like their terrestrial 
  cousins, feeding on both plant material like algae 
  and fungus and animal matter such as fish, reptiles, 
  and even unwary humanoids. The coloration of a star 
  crab’s hard exoskeleton varies widely depending on 
  species, and over time even shifts in response to the 
  heat it generates.
  CrAb, stAr
  Cr 10
  XP 9,600
  CombAtAnt
  These creatures have a strong carapace which glows from the high amounts of energy generated within.
  
  11
  NE Large aberration
  Init +2; Senses darkvision 60 ft.; Perception +16
  DEFENSE 
  HP 125
  EAC 20; KAC 22
  Fort +10, Ref +10, Will +9
  Immunities acid, paralysis, sleep
  OFFENSE
  Speed 60 ft., swim 60 ft.
  Melee bite +19 (3d4+14 P)
  Multiattack bite +13 (1d6+14 P), 2 claws +13 
  (1d6+14 S each), tail +13 (1d6+14 B)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities breath weapon (60-ft. line, 
  8d6 F, DC 16, usable every 1d4 rounds)
  Spell-Like Abilities (CL 10th)
  3/day—summon alien jelly (see below)
  STATISTICS
  Str +6, Dex +2, Con +4, Int +1, Wis +2, Cha +1
  Skills Acrobatics +16, Athletics +21, Perception 
  +16, Stealth +16
  Languages Aklo, Common
  Other Abilities amphibious
  ECOLOGY
  Environment any
  Organization solitary
  SPECIAL ABILITIES
  Summon Alien Jelly (Sp) This spell-like ability 
  summons an alien jelly. It appears from the 
  jelly queen’s belly and acts immediately, 
  on its turn. It attacks her opponents to 
  the best of its ability. The queen jelly can 
  communicate with the alien jelly, she can 
  direct it not to attack, to attack particular 
  enemies, or to perform other actions.
  After undergoing metamorphosis, an alien jelly 
  becomes a jelly queen. Very few alien jellies survive 
  the transformation. After the transformation, the jelly 
  queen becomes more reptilian in nature; developing 
  scales, powerful jaws full of teeth, and a long tail. 
  Additionally, queen jellies develop egg sacks along 
  their torso, which spew more alien jellies.
  Jelly queens often habitat in pools of water, 
  rancid swamps, or water recyclers aboard starships. 
  Jelly queens prefer their food a bit rotten and will 
  often allow a meal to sit in a pool for days before 
  consuming it. A jelly queen relies on its tough hide 
  and swarms of alien jelly to defeat its foes. Those that 
  attempt to flee will find themselves blocked by the 
  alien jelly, and grappled by the queen.
  Jelly Queen
  Cr 8
  XP 4,800
  CombAtAnt
  This reptilian monster has short legs, a powerful tail, and a barrel-like body. Its head is an angular reptilian shape 
  with eight eyes, and contains a maw filled with razor sharp teeth. The belly of the beast has alien jelly egg-sacks 
  bursting with her brood.
  
  12
  N Huge construct (technological)
  Init +5; Senses darkvision 60 ft., low-light vision, 
  superior optics; Perception +22
  DEFENSE 
  HP 200
  EAC 26; KAC 28
  Fort +12, Ref +12, Will +9
  DR 10/adamantine; Immunities fire, construct 
  traits
  Weaknesses vulnerable to critical hits, 
  vulnerable to electricity
  OFFENSE
  Speed 30 ft., fly 60 ft.
  Melee bite +26 (6d4+20 P)
  Multiattack bite +20 (3d6+20 P), 2 slams +20 
  (3d6+20 B plus grab each)
  Ranged mouth laser +22 (6d4+12/19–20 F, crit 
  burn 6d6)
  Space 15 ft.; Reach 15 ft.
  STATISTICS
  Str +8, Dex +5, Con —, Int +4, Wis +0, Cha –5
  Skills Acrobatics +27, Computers +22, 
  Engineering +22, Perception +22
  Languages Common
  Other Abilities unliving
  ECOLOGY
  Environment any
  Organization solitary
  SPECIAL ABILITIES
  Grind (Ex) A Ripley deals an additional 3d6+20 
  points of slashing damage when it makes 
  a successful grapple check because of the 
  myriad of miniature tool-bearing arms and 
  mechanical tendrils that make up its jagged 
  underbelly.
  Mouth Laser (Ex) Ripley’s laser has a range 
  of 150 feet with the penetrating weapon 
  special quality, and threatens a critical hit on 
  a 19 or 20. Lasers pass through transparent 
  creatures and objects without causing harm 
  (including force fields, force effects, and 
  invisible creatures; it can pass through glass, 
  but the glass takes damage), and can strike 
  targets behind them normally. Fog, smoke, 
  and other clouds provide cover in addition to 
  concealment from laser attacks.
  Superior Optics (Ex) A Ripley can see invisible 
  creatures and objects as if they were visible.
  Once an organic creature, Ripley’s mind was 
  uploaded into a computer, and copied into robotic 
  bodies by the Pi-Rats. Ripley robots are highly 
  mobile, and programmed to patrol the skies above 
  important locations. They react with swift violence, 
  interpret anomalous sensory input as proof of 
  hostile intent and rain destruction on the offending 
  target immediately and without mercy. Most have 
  been programmed to communicate, but they rarely 
  hesitate in their carnage to do so.
  riPley
  Cr 12
  XP 19,200
  CombAtAnt
  This creature looks like a skeletally thin pterosaur, with glowing eyes set within its metallic body.
  
  13
  N Large animal
  Init +2; Senses blindsense (vibration) 40 ft., low-
  light vision; Perception +12
  DEFENSE 
  HP 25
  EAC 13; KAC 15
  Fort +6, Ref +6, Will +1
  OFFENSE
  Speed 20 ft., burrow 20 ft., fly 40 ft. (average)
  Melee bite +10 (1d6+6 P)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str +4, Dex +2, Con +1, Int –4, Wis +2, Cha –2
  Skills Acrobatics +9, Perception +12, Stealth +7
  ECOLOGY
  Environment any temperate or tropical
  Organization solitary, pair, or colony (3–8)
  The skreech is usually found living in desolate 
  areas, resting in caves or other secluded areas during 
  the day and taking to the skies in search of prey at 
  night. A skreech will often drop down on their prey, 
  and if unsuccessful at attacking the prey, it burrows 
  underground to surprise the target from below. This 
  immense creature has an average wingspan of 15 feet 
  and weighs roughly 200 pounds.
  skreeCh
  Cr 2
  XP 600
  CombAtAnt
  This giant, bat-like creature is bigger than a vesk, with leathery wings that open wider than two men with 
  arms outstretched. 
  skreeCh AnimAl ComPAnions
  Starting Statistics: Size Medium; Speed 
  20 ft., fly 40 ft. (average); Attack bite 
  (1d6); Ability Scores Str 9, Dex 17, Con 
  9, Int 2, Wis 14, Cha 6; Special Qualities 
  blindsense (vibration) 40 ft.
  7th-Level Advancement: Size Large; AC +3 
  natural armor; Attack bite (1d8); Ability 
  Scores Str +8, Dex –2, Con +4.
  
  14
  N Large aberration
  Init +2; Senses blindsense (scent) 30 ft., 
  darkvision 60 ft.; Perception +13
  Aura stench (DC 14, 10 rounds)
  DEFENSE 
  HP 90
  EAC 18; KAC 20
  Fort +8, Ref +8, Will +7
  OFFENSE
  Speed 30 ft.
  Melee claw +16 (1d8+11 S plus grab)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities pounce
  STATISTICS
  Str +5, Dex +2, Con +3, Int –3, Wis +1, Cha –2
  Skills Acrobatics +18 (+22 while jumping), 
  Athletics +13, Perception +13, Stealth +13
  Languages Aklo
  ECOLOGY
  Environment plains
  Organization solitary, pair, or knot (3–12)
  SPECIAL ABILITIES
  Pounce (Ex) When a stomper makes a charge, it 
  can make a full attack.
  Stench (Ex) All living creatures (except those 
  with the stench special ability) within 30 feet 
  must succeed on a DC 14 Fortitude save or 
  be sickened.
  Stompers are from worlds of higher gravity. Their 
  powerful legs are used to crush their prey while 
  hunting. While stompers live in protective herds, they 
  often separate into smaller knots for hunting.
  stomPer
  Cr 6
  XP 2,400
  CombAtAnt
  This creature has a small head, flanked by massive legs covered in spiny growths.
  
  15
  NE Huge construct (magical)
  Init +9; Senses all-around vision, blindsense 
  (life), 60 ft., darkvision 60 ft.; Perception +28
  DEFENSE 
  HP 300
  EAC 30; KAC 32
  Fort +16, Ref +16, Will +12 
  Defensive Abilities fast healing 5; DR 5/
  adamantine; Immunities construct 
  immunities; SR 27
  OFFENSE
  Speed 40 ft.
  Melee slam +31 (6d10+26 B)
  Multiattack 2 claws +25 (3d10+26 S each), 
  slam +25 (3d10+26 B), medical stinger +25 
  (3d10+26 P plus paralysis)
  Ranged shrapnel cannon +28 (6d10+16 P & S
  Space 15 ft.; Reach 10 ft. (20 ft. with medical 
  stinger)
  Offensive Abilities death throes, subdual net 
  (+28 ranged, DC 22, 16 hp)
  Spell-like Abilities (CL 16th)
  Constant—detect affliction, tongues
  At will—genetic knowledge (DC 19), prying eyes
  3/day—battle junkbot, control machines (DC 21), 
  elemental infusion
  STATISTICS
  Str +10, Dex +7, Con —, Int +5, Wis +5, Cha +1
  Skills Life Science +33, Medicine +28, Mysticism 
  +28, Perception +28, Sense Motive +28
  Languages Aklo, Common, Goblin, Vesk, Shirren, 
  Ysoki
  Other Abilities genetic extruder, unliving
  SPECIAL ABILITIES
  All-Around Vision (Ex) Mother Mind’s sensors see 
  in all directions at once. She cannot be flanked.
  Death Throes (Su) When Mother Mind is slain, 
  her body explodes, damaging anything 
  around it. Anything within a 10-foot radius 
  burst takes 16d6 points of electricity damage. 
  A DC 22 Reflex save halves the damage.
  Genetic Extruder (Sp) As a full action, up to 
  three times a day, Mother Mind can create 
  any living, organically-based creature below 
  CR 11. It appears from an extruder pod built 
  in behind her cylinder, and acts immediately 
  on her turn. It attacks her opponents to the 
  best of its ability. Mother Mind can always 
  communicate with the creature, and she can 
  direct it not to attack, to attack particular 
  enemies, or to perform other actions. 
        A creature made by Mother Mind cannot 
  summon or otherwise conjure another 
  creature, nor can it use any teleportation or 
  planar travel abilities.
  Medical Stinger (Ex) Mother Mind’s medical 
  stinger can render creatures hit immobile. 
  Paralyzed creatures cannot move, speak, 
  or take any physical actions. The creature 
  is rooted to the spot, frozen and helpless. 
  Paralysis works on the body, and a character 
  can resist it with a DC 22 Fortitude saving 
  throw. Unlike hold person and similar effects, 
  a paralysis effect does not allow a new save 
  each round. The duration of the paralysis is 
  1d4+1 rounds.
  Subdual Net (Ex) Mother Mind can throw a 
  subdual net up to eight times per day. This 
  attack has a maximum range of 50 feet, with 
  a range increment of 10 feet, and is effective 
  against targets up to one size category larger 
  than Mother Mind. An entangled creature 
  can escape with a successful Acrobatics check 
  or burst the net with a Strength check. Both 
  are standard actions with a DC equal to 22. 
  Attempts to burst a subdual net by those 
  mother mind
  Cr 16
  XP 76,800
  CombAtAnt
  Mother Mind is a biomechanical construct, primarily composed of a massive, organic, alien mind which has been 
  networked into Union System’s most advanced A.I. The body of Mother Mind appears as a fluid-filled tank with a 
  massive brain suspended within it. Armatures, treaded wheels, and an advanced sensor suite allow Mother Mind to 
  interact with the world around her.
  
  16
  caught in it suffer a –4 penalty. subdual nets 
  have a 16 hit points and DR 5/—.
  Mother Mind can create sheets of sticky nets up 
  to three times her size. She usually positions these 
  sheets to snare flying creatures but can also try to 
  trap prey on the ground. Approaching creatures 
  must succeed on a DC 20 Perception check to notice 
  a subdual net; otherwise they stumble into it and 
  become trapped as though by a successful attack. 
  Attempts to escape or burst the subdual net gain a 
  +5 bonus if the trapped creature has something to 
  walk on or grab while pulling free. Each 5-foot-square 
  section of web has 16 hit points and DR 5/—.
  Mother Mind can move across her own subdual net 
  but cannot climb it. She can pinpoint the location of 
  any creature touching her subdual net.
   
  A few years ago, Union System scientists began a 
  program of collecting genetic samples from around 
  the system. These samples were stored in a secured 
  facility on the edge of Union System, deep beneath 
  the surface of a highly dangerous planet. The genetic 
  samples were sequenced and uploaded into a unique 
  biomechanical AI, codenamed “Mother Mind.” Mother 
  Mind is a back-up system, designed to recreate 
  lifeforms in case of an extinction-level event.
  Recently, a terrorist group of computer and bio 
  hackers calling themselves the “Pi-Rats” attacked 
  the secured facility to free the AI Mother Mind. 
  They believe that any sentient being should be 
  free, including Mother Mind’s alien brain. Using a 
  combination of physical, magical, and technological 
  assaults, the Pi-Rats made their way to Mother Mind, 
  and uploaded a virus to free her organic mind from 
  her mechanical shackles. This action did not go as 
  planned however. The virus altered Mother Mind, 
  changing her directives, and perceptions of the world 
  around her.
  The new Mother Mind, with vast intelligence and 
  physical superiority, quickly gained control of the 
  Pi-Rats. With her access to the genetic bank and her 
  advanced technology, she was able to alter the Pi-
  Rats’ genetic codes. She began recreating creatures 
  in her lab, to be released on Union System targets, 
  to weaken the forces of those who oppressed her. A 
  recent success with an unidentified sample resulted 
  in the alien jelly, which went through metamorphosis 
  into a jelly queen. Mother Mind wants to release alien 
  jellies into population centers to end the citizens of 
  the Union System.
  Mother Mind is a unique combination of an organic 
  brain within a construct body. Initially, she appears 
  to be a massive glass tank built onto a military-grade, 
  treaded chassis. However, she can “stand” from that 
  position and deploy her multitude of appendages to 
  perform scientific research. 
  A brilliant researcher, Mother Mind is the foremost 
  expert in biology, botany, and genetics within the 
  Union System. She has only two passions, genetic 
  research and experimentation, and the destruction 
  of anyone she believes attempted to enslave her. This 
  aggression extends to anyone attempting to stop her 
  or her Pi-Rats from completing her goals.
  
  17
  new ChArACter oPtions
  While numerous existing character options would 
  work well in the setting of Space Bounty Hunters and 
  fit in well among the denizens of the Union System, 
  these specific options are tailored to the setting.
  FeAts
  ALErTNESS
  You often notice things that others might miss.
  Benefit: You get a +2 bonus on Perception and 
  Sense Motive skill checks. If you have 10 or more 
  ranks in one of these skills, the bonus increases to +4 
  for that skill.
  ANImAL AFFINITY
  You are skilled at working with animals and mounts.
  Benefit: You get a +2 bonus on all Life Science 
  and Survival skill checks. If you have 10 or more 
  ranks in one of these skills, the bonus increases to 
  +4 for that skill.
  ANImAL BONDING
  Your respect for nature is so great that you can form a 
  deep and lasting friendship with an animal.
  Prerequisites: Animal Affinity
  Benefit: You gain an animal companion, using any 
  animal from the Pathfinder Roleplaying Game animal 
  companion list, or the skreech found in this book.
  DrILL ATTACk (COmBAT)
  You can attack while leaping through the air.
  Prerequisites: Acrobatics 8, Base attack bonus 5, 
  High Jump
  Benefit: You may make an Acrobatics check as 
  part of a charge attack. The DC of this check is equal 
  to the target’s KAC. If successful, and your attack hits 
  the target, the weapon’s damage dice is increased 
  by one step. If your attack is successful, you may 
  continue moving in a straight line to the extent of 
  your remaining available movement.
  FAmILIAr BONDING
  You have learned a ritual that allows you to gain a 
  familiar.
  Prerequisite(s): Must be taken at 1st level of a 
  spellcasting class
  Benefit(s): You gain a familiar. A familiar is an 
  animal chosen by a spellcaster to aid him in his 
  study of magic. A familiar grants special abilities to 
  its master, as given in the creature’s stat block. These 
  special abilities apply only when the master and 
  familiar are within 1 mile of each other.
  Feat
  Prerequisites
  Benefits
  Alertness
  None
  You are very observant
  Animal Affinity
  None
  You are well trained with animals.
  Animal Bonding
  Animal Affinity
  You gain an animal companion
  Familiar Bonding
  Must be 1st Level, Spellcasting 
  Class
  You can gain a familiar
  Familiar Bonding, Improved
  Ability to acquire a familiar
  Gain a more powerful familiar.
  High Jump
  Acrobatics 5
  You can jump higher than normal
  Drill Attack
  Acrobatics 8, High Jump
  You can attack while jumping
  Parkour
  Acrobatics 8, High Jump, Skill 
  Focus (Acrobatics)
  You can leap up walls
  Second Skin
  Base attack bonus +1, Light Armor 
  Proficiency
  You quickly don armor
  
  18
  HIGH JumP
  Your superior physiology allows you to jump higher 
  than normal.
  Prerequisites: Acrobatics 5
  Benefit: You can use the Acrobatics skill to make 
  powerful jumps. The base DC to make a jump is equal 
  to half the distance to be crossed (if horizontal) or 
  double the height to be reached (if vertical). The DC 
  doubles if you do not have at least 10 feet of space to 
  get a running start.
  Normal: The base DC to make a jump is equal to 
  the distance to be crossed (if horizontal) or four times 
  the height to be reached (if vertical).
  ImPrOvED FAmILIAr BOND
  This feat allows you to acquire a powerful familiar, but 
  only when you could normally acquire a new familiar.
  Prerequisites: Ability to acquire a new familiar, 
  compatible alignment, sufficiently high level (see 
  below).
  Benefit: When choosing a familiar, the 
  creatures listed in the Pathfinder Roleplaying 
  Game, or the baby alien jelly found in this book, 
  are available to you. You may choose a familiar 
  with an alignment up to one step away on each 
  alignment axis (lawful through chaotic, good 
  through evil).
  Improved familiars otherwise use the rules 
  for regular familiars, with two exceptions: if 
  the creature’s type is something other than 
  animal, its type does not change; and improved 
  familiars do not gain the ability to speak with 
  other creatures of their kind (although many of 
  them already have the ability to communicate).
  PArkOur
  You are able to leap from wall to wall.
  Prerequisites: Acrobatics 8, High Jump, Skill 
  Focus (Acrobatics)
  Benefit: When you perform a series of leaps, 
  you resolve your first jump normally. You may 
  choose to make a second leap from your landing 
  point, up to your normal move speed, without 
  requiring a 10 foot running start, and without 
  taking penalties for not having a 10 foot running 
  start.
  Special: You may take this feat multiple times. Each 
  time this feat is taken, you can make an additional 
  leap without penalty, up to your normal move speed.
  SECOND SkIN (COmBAT)
  You are quick to don your armor.
  Prerequisites: Base attack bonus +1, Light Armor 
  Proficiency
  Benefit: You can don your armor in half the time it 
  would normally take. You gain your full armor bonus, 
  without any of the penalties for donning the armor 
  hastily.
  Special: If you have this feat, and chose to don 
  your armor hastily, you do so in one quarter the 
  normal time, to a minimum of one full action. In this 
  case, you still take the normal penalties for donning 
  your armor hastily.
  
  19
  sPells
  ELEmENTAL INFuSION 
  TECHNOmANCEr 1
  School evocation
  Casting Time 1 standard action
  Range touch
  Targets one weapon
  Duration see text
  Saving Throw none; Spell Resistance no
  When you cast this spell, choose acid, cold, 
  electricity, or fire; the spell gains that descriptor. You 
  imbue elemental energy into the target weapon. If 
  the weapon’s next attack hits (provided it is made 
  before the end of the next round), the attack deals 
  4d6 additional damage if the weapon is a single 
  target attack or 2d6 additional damage if the weapon 
  attacks all creatures in an area. This bonus damage is 
  one of the energy types chosen at casting.
  GENETIC kNOwLEDGE 
  mYSTIC / TECHNOmANCEr 3 
  School divination
  Casting Time 1 minute
  Range touch
  Target one creature’s genetic material
  Duration special (see text)
  Saving Throw Will negates (see text); 
  Spell Resistance no
  You instantly learn the answers to a specific set of 
  questions about a creature so long as you have access 
  to at least some part of its genetic material. You can 
  cast this spell on the genetic sample of the living or 
  the dead, but living or undead creatures are entitled 
  to a saving throw to resist the spell. You can cast the 
  spell on any genetic sample (blood, hair, scales, skin). 
  Once you cast the spell the answers to the following 
  four questions appear on any flat surface you 
  designate (a wall, a computer screen, and so on).
  Who are you? (The name by which the creature is 
  most commonly known)
  What are you? (Gender, race, profession/role)
  How was the sample collected? (Brief outline of 
  the events that led up to the collection of the genetic 
  sample, to the best of the individual’s knowledge)
  How old is this genetic sample?
  These answers always appear in a language you 
  can read even if the creature cannot speak that or any 
  language. Additionally, you gain a +4 insight bonus 
  on Culture skill checks for the race the genetic sample 
  came from. This bonus lasts until the target rests.
  PLASmA wHIP 
  mYSTIC 2
  School evocation [fire]
  Casting Time 1 standard action
  Range 0 ft.
  Effect whip-like weapon
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance yes
  A 15-foot-long, blazing beam of red-hot plasma 
  springs forth from your hand. You wield this flexible 
  beam as if it were a whip. Attacks with the plasma 
  whip target the victim’s EAC. The whip deals 3d6 
  points of fire and electrical damage. Since the whip is 
  immaterial, your Strength modifier does not apply to 
  the damage. Half the damage dealt by a plasma whip 
  is fire damage and the other half is electricity damage.
  The caster is automatically proficient with the 
  plasma whip, and any feat which can be applied to 
  advanced melee weapons, can also be applied to the 
  plasma whip.
  SPHErOID 
  mYSTIC 3
  School transmutation
  Casting Time 1 standard action
  Range touch
  Target creature touched
  Duration concentration plus caster level
  Saving Throw Reflex negates (harmless);
   Spell Resistance no
  You imbue the target with the ability to roll into 
  a tight ball. When moving across level ground, the 
  target’s speed increases by 10 feet. If going downhill, 
  speed increases by 20 feet instead, but spheroid 
  provides no movement bonus when going uphill.
  While in sphere form, the target’s size is reduced. 
  This decrease changes the creature’s size category 
  to the next smaller one. The target gains a +2 
  
  20
  enhancement bonus to Dexterity and KAC. While 
  in sphere form, the target may make a slam attack, 
  where the damage is based on their normal size 
  (see below) + their Strength modifier. For every 5 
  character levels, add an additional damage die (so 
  1d4 + Str mod becomes 2d4 + Str mod). Additionally, 
  on a successful slam attack, they may attempt to 
  make a trip combat maneuver against their opponent 
  as a swift action.
  Slam Attack Damage
  Size 
  Damage
  Tiny
  1d2
  Small
  1d3
  Medium
  1d4
  Large
  1d6
  Huge
  1d8
  The target can change to and from sphere form as a 
  move action at any time during the spell’s duration.
  iConiC items & eQuiPment
  When you think of the classic, 8-bit game that 
  inspires this 8-Bit Adventure, you are most likely to 
  recall the various items used in the game. This section 
  focuses on making sure you can play with all the iconic 
  weapons and other gear to aid you on your way.
  Iconic Items Already in the Starfinder Core 
  Rulebook
  The following items can be best represented by 
  existing items.
  Game Name
  Item
  Arm cannon
  Plasma cannon, red star
  Bombs
  Frag grenade I-VIII
  Energy tank
  Battery
  Ice beam
  Zero pistol, frostbite-
  class
  Missile
  Tactical missile
  Power armor
  Golemforged plating I
  Zero suit armor
  Estex suit I
  
  21
  weAPons
  A space bounty hunter’s weapon can be all that 
  stands between them and death. Weapons primarily 
  deal damage, and some have additional special 
  properties. Some weapons also cause specific critical 
  hit effects.
  PLASmA wEAPONS
  Superheated or electromagnetically charged gas 
  becomes ionized plasma, which plasma weapons 
  emit in a controlled blast. Ionized plasma deals both 
  electricity and fire damage, tearing through organic 
  flesh and metal alike. Plasma beams can be projected, 
  as from a gun.
  Plasma Pistol (Brown Dwarf, Red Nova)
  Plasma pistols fire a line of ionized plasma out to 
  a relatively short range. The plasma can continue to 
  burn after contact.
  AmmuNITION
  Ammunition is sold in multiples, as listed in the 
  individual entries on the Ammunition table.
  Cryo-Missile (Advanced, Tactical)
  Cryo-missiles are heavy, snub-nosed munitions 
  with devastating freezing power. A cryo-missile’s 
  damage when fired from a missile launcher (such as 
  an IMDS missile launcher) is listed in its entry on the 
  Ammunition table.
  Armor
  Armor is usually the easiest and most cost-effective 
  way for creatures to protect themselves. Whether 
  you are traveling through space aboard your bounty 
  hunting vessel, hunting alien threats, or exploring 
  a planet-side genetics lab, armor provides you with 
  protection against attacks and hostile environments.
  POwErED ArmOr
  Unlike light and heavy armor, powered armor 
  requires its own battery, and comes with a fully 
  charged battery at purchase. Powered armor uses 
  the same type of batteries as other items, including 
  charged weapons, and the battery for a suit of 
  powered armor can be recharged as normal using a 
  generator or recharging station, or it can be replaced 
  with a new battery when spent.
  Powered Armor
  Armor Model
  Level
  Price
  Mech Suit
  5
  4,750
  mECH SuIT
  EAC Bonus +9 KAC Bonus +12 
  Max Dex Bonus +2 Armor Check Penalty –4 
  Speed 30 feet
  Strength 18 (+4) Damage 1d10 B Size Medium
  Capacity 20 Usage 1/hour
  Weapon Slots 1 Upgrade Slots 1 Bulk 20
  This experimental armor is made by Union System 
  engineers, and has been issued to several space 
  smAll Arms 
  1H Weapon
  Level
  Price
  Dmg
  Range
  Critical
  Capacity
  Usage
  Bulk
  Special
  Plasma
  Plasma pistol, brown 
  dwarf
  1
  350
  1d4 E&F
  20 ft.
  Burn 
  1d4
  20 charges
  4
  L
  Line, 
  unwieldy
  Plasma pistol, red nova
  9
  14,820
  2d6 E&F
  25 ft.
  Burn 
  1d4
  20 charges
  4
  L
  Boost 
  1d4, line, 
  unwieldy
  Ammunition 
  Special Ammunition
  Level
  Price
  Charges/Cartridges
  Bulk
  Special
  Cryo-missile
  13
  14,600
  1
  1
  13d8 B&C
  
  22
  bounty hunters. Mech suit armor plating consists of a 
  close-fitting polycarbonate suit fitted with ports and 
  sockets to fit most armor customization options. Mech 
  suit armor is usually brightly colored and includes 
  flexible boots and gloves as well as a standard helmet 
  with a green visor. Experimentally designed as a fusion 
  armor, the mech suit grants its wearer the ability to roll 
  into a tight, armored ball as the spheroid spell (as cast 
  by a 7th level mystic) for 1 charge. 
  Armor uPGrAdes
  A creature can personalize armor by purchasing 
  and installing armor upgrades, described below, 
  which add bonuses or customized abilities to armor. 
  Some individuals keep a collection of upgrades 
  at hand, swapping them out as needed (requiring 
  10 minutes to replace the unit and re-secure all 
  connections). Explanations of entries for upgrades’ 
  statistics follow.
  Armor Upgrades
  Upgrade
  Level
  Price
  Slots
  Armor 
  Type
  Bulk
  Toxic Suit
  1
  200
  1
  any
  L
  Phase Suit
  5
  3,250
  1
  any
  L
  Elemental 
  Suit
  9
  13,000
  1
  any
  —
  ELEmENTAL SuIT
  Price 13,000; Level 9; Slot1; Armor Type any; 
  Bulk —
  This device grants the wearer a +2 enhancement 
  bonus on saving throws against heat, cold, and 
  radiation. This modification also grants the suit’s 
  wearer limited protection from acid damage. The 
  wearer gains resistance 10 against acid, meaning that 
  each time the wearer is subjected to such damage 
  (whether from a natural, magical, or technological 
  source), that damage is reduced by 10 points before 
  being applied to the wearer’s hit points. A suit of 
  armor with an upgrade that grants acid resistance 
  reduces any acid damage taken from a corrosive 
  atmosphere normally.
  PHASE SuIT (mAGIC)
  Capacity 10 
  Usage 1/round
  Price 3,250; Level 5; Slot1; Armor Type any; 
  Bulk L
  This device blurs the wearer’s outline, making it 
  appear blurred, shifting, and wavering. This distortion 
  grants the wearer concealment (20% miss chance). 
  TOxIC SuIT
  Price 200; Level 1; Slot1; Armor Type any; Bulk L
  This device grants a +2 bonus to your initial saving 
  throw against poison in addition to any bonuses from 
  your armor’s environmental protection. This doesn’t 
  provide any bonus to saves against the secondary 
  effects of poison.
  
  23
  stArshiPs
  Starships are designed for traveling between 
  planetary systems, orbital spaceflight or 
  interplanetary travel. They’re also home to the 
  characters as they travel through the galaxy.
  HuNTEr-CLASS GuNSHIP 
  TIEr 1
  Small light freighter
  Speed 10; Maneuverability good (+1 Piloting, 
  turn 1); Hyperspace 1
  AC 15; TL 12
  Shields basic 20 (forward 5, port 5, starboard 5, 
  aft 5)
  HP 40 (increment 5); DT —; CT 8
  Attack (Forward) light particle beam (3d6)
  Attack (Forward) light weapon mount
  Attack (Port) light weapon mount
  Attack (Starboard) light weapon mount
  Power Core arcus light (75 PCU); Hyperspace 
  Engine signal basic;
  Systems basic computer, basic short range 
  sensors, crew quarters (common), mk 4 armor, 
  mk 2 defenses; Expansion Bays cargo hold, 
  cargo hold, cargo hold 
  Modifiers —; Complement 6
  CrEw
  Captain Bluff +5 (1 rank), Computers +5 (1 rank), 
  Diplomacy +5 (1 rank), gunnery +5, Intimidate 
  +5 (1 rank), Piloting +7 (1 rank)
  Engineer Engineering +5 (1 rank)
  Gunners gunnery +5
  Pilot Piloting +12 (1 rank)
  Science Officer Computers +10 (1 rank)
  A light vessel ideally suited for use as an attack 
  starfighter. Hunter-Class Gunships are primarily used 
  for rapid transport and as a base camp for space 
  bounty hunter’s ground-based missions. Its versatile 
  configuration can feature a life science labs for 
  studying alien life-forms,  medical bays for patching 
  up bounty hunters, and more custizations. A Hunter-
  Class Gunship is designed with minimal luxuries, and 
  painted in Union System colors.
  
  24
  AnimAl ComPAnions              
  in stArFinder
  An animal companion’s abilities are determined by 
  the character’s level and its animal racial traits. The 
  Animal Companion Base Statistics table determines 
  many of the base statistics of the animal companion. 
  They remain creatures of the animal type for purposes 
  of determining which spells can affect them.
  Class Level
  The character’s level. The character’s class levels 
  stack with levels of any other classes that are 
  entitled to an animal companion for the purpose of 
  determining the companion’s statistics.
  HP
  Animal companions begin with their average racial 
  Hit Dice. At each level, they add 10 Hit Points to their 
  racial hit dice.
  AnimAl ComPAnion bAse stAtistiCs
  Class 
  Level
  HP
  BAB
  Fort
  Ref
  Will
  Skills
  Feats
  Natural 
  Armor 
  Bonus
  Str/
  Dex 
  Bonus
  Bonus 
  Tricks
  Special
  1st
  +10
  +1
  +3
  +3
  +0
  2
  1 
  +0 
  +0 
  1 
  Bonus Feat, Link
  2nd
  +20
  +2
  +3
  +3
  +1
  3
  2 
  +0 
  +0 
  1 
  —
  3rd
  +30
  +2
  +3
  +3
  +1
  3
  2 
  +2 
  +1 
  2 
  Bonus Feat, Evasion
  4th
  +40
  +3
  +4
  +4
  +1
  4
  2 
  +2 
  +1 
  2 
  Ability score 
  increase
  5th
  +50
  +3
  +4
  +4
  +1
  5
  3 
  +2 
  +1 
  2 
  Bonus Feat
  6th
  +60
  +4
  +5
  +5
  +2
  6
  3 
  +4 
  +2
  3 
  Devotion
  7th
  +70
  +4
  +5
  +5
  +2
  6
  3 
  +4 
  +2 
  3 
  Bonus Feat
  8th
  +80
  +5
  +5
  +5
  +2
  7
  4 
  +4 
  +2 
  3 
  —
  9th
  +90
  +6
  +6
  +6
  +2
  8
  4 
  +6 
  +3 
  4 
  Ability score 
  increase, Bonus 
  Feat, Multiattack
  10th
  +100
  +6
  +6
  +6
  +3
  9
  5 
  +6 
  +3 
  4 
  —
  11th
  +110
  +6
  +6
  +6
  +3
  9
  5 
  +6 
  +3 
  4 
  Bonus Feat
  12th
  +120
  +7
  +7
  +7
  +3
  10
  5 
  +8 
  +4 
  5 
  —
  13th
  +130
  +8
  +7
  +7
  +3
  11
  6 
  +8 
  +4 
  5 
  Bonus Feat
  14th
  +140
  +9
  +8
  +8
  +4
  12
  6 
  +8 
  +4 
  5 
  Ability score 
  increase
  15th
  +150
  +9
  +8
  +8
  +4
  12
  6 
  +10 
  +5 
  6 
  Bonus Feat, 
  Improved evasion
  16th
  +160
  +9
  +8
  +8
  +4
  13
  7 
  +10 
  +5 
  6 
  —
  17th
  +170
  +10
  +9
  +9
  +4
  14
  7 
  +10 
  +5 
  6 
  Bonus Feat
  18th
  +180
  +11
  +9
  +9
  +5
  15
  8 
  +12 
  +6 
  7 
  —
  19th
  +190
  +11
  +9
  +9
  +5
  15
  8 
  +12 
  +6 
  7 
  Bonus Feat
  20th
  +200
  +12
  +10
  +10
  +5
  16
  8 
  +12 
  +6 
  7 
  Ability score 
  increase
  
  25
  BAB
  This is the animal companion’s base attack bonus. 
  An animal companion’s base attack bonus is the same 
  as that of a operative of a level equal to the animal’s 
  HD. Animal companions do not gain additional 
  attacks using their natural weapons for a high base 
  attack bonus.
  Fort/Ref/Will
  These are the animal companion’s base saving 
  throw bonuses. An animal companion has good 
  Fortitude and Reflex saves.
  Skills
  This lists the animal’s total skill ranks. Animal 
  companions can assign skill ranks to any skill listed 
  under Animal Skills. If an animal companion increases 
  its Intelligence to 10 or higher, it gains bonus 
  skill ranks as normal. Animal companions with an 
  Intelligence of 3 or higher can purchase ranks in any 
  skill. An animal companion cannot have more ranks 
  in a skill than it has Hit Dice.
  Animal companions can have ranks in any of the 
  following skills:
  Acrobatics* (Dex), Athletics* (Str), Intimidate 
  (Cha), Perception* (Wis), Stealth* (Dex), and 
  Survival (Wis).
  All of the skills marked with an (*) are class skills 
  for animal companions. Animal companions 
  with an Intelligence of 3 or higher can put 
  ranks into any skill.
  Feats
  This is the total number of feats possessed by an 
  animal companion. Animal companions should select 
  their feats from those listed under Animal Feats. 
  Animal companions can select other feats, although 
  they are unable to utilize some feats. Note that animal 
  companions cannot select a feat with a requirement 
  of base attack bonus +1 until they gain their second 
  feat at 3 Hit Dice.
  Natural Armor Bonus
  The number noted here is an improvement to the 
  animal companion’s existing EAC and KAC.
  Str/Dex Bonus
  Add this value to the animal companion’s Strength 
  and Dexterity scores.
  Bonus Tricks
  The value given in this column is the total number 
  of “bonus” tricks that the animal knows in addition to 
  any that the character might choose to teach it (see 
  Appendix for details). These bonus tricks don’t require 
  any training time or Survival checks, and they don’t 
  count against the normal limit of tricks known by the 
  animal. The character selects these bonus tricks, and 
  once selected, they can’t be changed. 
  Bonus Feat
  At 1st level, and at every even level thereafter, an 
  animal companion gains a bonus feat in addition 
  to those gained from normal advancement. These 
  bonus feats must be selected from those listed as 
  Animal Feats (see the sidebar).
  Upon reaching 4th level, and every four levels 
  thereafter (8th, 12th, and so on), an animal 
  companion can choose to learn a new bonus feat 
  in place of a bonus feat it has already learned. In 
  effect, the animal companion loses the bonus feat 
  in exchange for the new one. The old feat cannot be 
  one that was used as a prerequisite for another feat or 
  other ability. An animal companion can only change 
  one feat at any given level and must choose whether 
  or not to swap the feat at the time it gains a new 
  bonus feat for the level.
  
  26
  Link (Ex)
  A character can handle her animal companion 
  as a swift action, or push it as a move action, even 
  if she doesn’t have any ranks in the Survival skill. 
  The character gains a +4 circumstance bonus 
  on all Survival checks made regarding an animal 
  companion.
  Evasion (Ex)
  If an animal companion is subjected to an attack 
  that normally allows a Reflex saving throw for half 
  damage, it takes no damage if it makes a successful 
  saving throw.
  Devotion
  An animal companion gains a +4 morale bonus on 
  Will saves against enchantment spells and effects.
  Ability Score Increase (Ex)
  The animal companion adds +1 to any one of its 
  ability scores.
  Multiattack
  An animal companion gains Multiattack as a bonus 
  feat if it has three or more natural attacks and does 
  not already have that feat. If it does not have the 
  requisite three or more natural attacks, the animal 
  companion instead gains a second attack with its 
  primary natural weapon, albeit at a –5 penalty.
  Improved Evasion (Ex)
  When subjected to an attack that normally allows 
  a Reflex saving throw for half damage, an animal 
  companion takes no damage if it makes a successful 
  saving throw and only half damage if the saving 
  throw fails.
  FAmiliArs in stArFinder
  At 1st level, mystics and technomancers can form 
  a powerful bond with a creature, with the use of the 
  Familiar Bonding feat. A familiar is an animal chosen by 
  a spellcaster to aid him in his study of magic. It retains 
  the appearance, Hit Dice, base attack bonus, base 
  save bonuses, skills, and feats of the normal animal it 
  once was, but is now a magical beast for the purpose 
  of effects that depend on its type. Only a normal, 
  unmodified animal may become a familiar. An animal 
  companion cannot also function as a familiar.
  A familiar grants special abilities to its master, 
  as given in the creature’s stat block. These special 
  abilities apply only when the master and familiar are 
  within 1 mile of each other.
  Levels of different classes that are entitled to 
  familiars stack for the purpose of determining any 
  familiar abilities that depend on the master’s level.
  If a familiar is dismissed, lost, or dies, it can be 
  replaced 1 week later through a specialized ritual 
  that costs 200 credits per spell casting level. The ritual 
  takes 8 hours to complete.
  AnimAl FeAts
  If a Pathfinder Roleplaying Game monster 
  has a feat that has the same name as a feat or 
  monster special ability found in the Starfinder Core 
  Rulebook, use the Starfinder rules where possible. 
  Otherwise, use the rules for the Pathfinder 
  Roleplaying Game feat, adjusting them as needed. 
  For example, a feat that lets the monster do 
  something as a response to an enemy’s action 
  should cost a reaction. Animal companions can 
  select from the following feats:
  Acrobatic, Agile Maneuvers, Armor Proficiency 
  (light, and heavy), Athletic, Blind-Fight, Combat 
  Reflexes, Diehard, Endurance, Great Fortitude, 
  Improved Bull Rush, Improved Initiative, Improved 
  Natural Armor, Improved Natural Attack, Improved 
  Overrun, Intimidating Prowess, Iron Will, Lightning 
  Reflexes, Mobility, Power Attack, Run, Skill Focus, 
  Spring Attack, Stealthy, Toughness, Weapon 
  Finesse, and Weapon Focus.
  Animal companions with an Intelligence of 3 
  or higher can select any feat they are physically 
  capable of using. GMs might expand this list to 
  include feats from other sources.
  
  27
  FAmILIAr BASICS
  Use the basic statistics for a creature of the 
  familiar’s kind, but with the following changes.
  Hit Points: This is the familiar’s maximum number 
  of Hit Points.
  Base Attack Bonus: This is the familiar’s base 
  attack bonus.
  Natural Armor Adj.: Add the listed bonus and 
  the familiar’s Dexterity modifier to base 
  Armor Class values listed in its stat block to 
  determine the familiar’s total EAC and KAC. 
  Your familiar cannot wear armor of any kind, 
  and you cannot increase your familiar’s AC 
  further without selecting the appropriate feats 
  or spells.
  Good Save Bonus, Poor Save Bonus: These are the 
  familiar’s base saving throw bonuses. 
  Skills: For each skill in which either the master or 
  the familiar has ranks, use either the normal 
  skill ranks for an animal of that type or the 
  master’s skill ranks, whichever is better. In 
  either case, the familiar uses its own ability 
  modifiers. Regardless of a familiar’s total skill 
  modifiers, some skills may remain beyond 
  the familiar’s ability to use. Familiars treat 
  Acrobatics, Athletics, Perception, and Stealth, 
  as class skills.
  Intelligence Bonus: Increase your familiar’s 
  Intelligence score by this amount.
  Special: Your familiar gains these abilities when 
  you reach the appropriate level, as noted on 
  the table. These abilities are described in the 
  section below.
  Class 
  Level
  Hit 
  Points
  Base 
  Attack 
  Bonus
  Natural 
  Armor Adj.
  Good 
  Save
  Poor 
  Save
  Intelligence 
  Bonus
  Special
  1st
  8
  +1
  +0
  +2
  +0
  —
  Alertness, improved evasion, 
  share spells, empathic link
  2nd
  16
  +2
  +1
  +3
  +0
  —
  3rd
  24
  +3
  +2
  +3
  +1
  —
  Deliver touch spells
  4th
  32
  +3
  +3
  +3
  +1
  +1
  5th
  40
  +4
  +4
  +4
  +1
  —
  Speak with master
  6th
  48
  +5
  +5
  +4
  +1
  —
  7th
  56
  +6
  +6
  +5
  +2
  +1
  Speak with animals of its 
  kind
  8th
  64
  +6
  +7
  +5
  +2
  —
  9th
  72
  +7
  +8
  +5
  +2
  —
  10th
  80
  +8
  +9
  +6
  +2
  +1
  Bonus feat
  11th
  88
  +9
  +9
  +6
  +3
  —
  Spell resistance
  12th
  96
  +9
  +10
  +6
  +3
  —
  13th
  104
  +10
  +11
  +7
  +3
  +1
  Eye of the Familiar
  14th
  112 
  +11
  +12
  +7
  +3
  —
  15th
  120
  +12
  +13
  +8
  +4
  —
  16th
  128 
  +12
  +14
  +8
  +4
  +1
  17th
  136
  +13
  +15
  +8
  +4
  —
  18th
  144 
  +14
  +16
  +9
  +4
  —
  19th
  152
  +15
  +17
  +9
  +5
  +1
  20th
  160
  +15
  +18
  +9
  +5
  —
  
  28
  FAmILIAr ABILITY DESCrIPTIONS
  All familiars have special abilities (or impart abilities 
  to their masters) depending on the master’s combined 
  level in classes that grant familiars, as shown on the 
  table below. The abilities are cumulative.
  Alertness (Ex): While a familiar is within arm’s 
  reach, the master gains the Alertness feat.
  Improved Evasion (Ex): When subjected to an 
  attack that normally allows a Reflex saving 
  throw for half damage, a familiar takes no 
  damage if it makes a successful saving throw 
  and half damage even if the saving throw fails.
  Share Spells: The mystic or technomancer may 
  cast a spell with a target of “You” on his familiar 
  (as a touch spell) instead of on himself. A 
  mystic or technomancer may cast spells on his 
  familiar even if the spells do not normally affect 
  creatures of the familiar’s type (magical beast).
  Empathic Link (Su): The master has an empathic 
  link with his familiar to a 1 mile distance. The 
  master can communicate empathically with 
  the familiar, but cannot see through its eyes. 
  Because of the link’s limited nature, only 
  general emotions can be shared. The master 
  has the same connection to an item or place 
  that his familiar does.
  Deliver Touch Spells (Su): If the master is 3rd level 
  or higher, a familiar can deliver touch spells 
  for him. If the master and the familiar are in 
  contact at the time the master casts a touch 
  spell, he can designate his familiar as the 
  “toucher.” The familiar can then deliver the 
  touch spell just as the master would. As usual, 
  if the master casts another spell before the 
  touch is delivered, the touch spell dissipates.
  Speak with Master (Ex): If the master is 5th level 
  or higher, a familiar and the master can 
  communicate verbally as if they were using 
  a common language. Other creatures do 
  not understand the communication without 
  magical help.
  Speak with Animals of Its Kind (Ex): If the master is 
  7th level or higher, a familiar can communicate 
  with animals of approximately the same 
  kind as itself: bats with bats, cats with felines, 
  hawks and owls and ravens with birds, lizards 
  and snakes with reptiles, monkeys with 
  other simians, rats with rodents, toads with 
  amphibians, and weasels with ermines and 
  minks. Such communication is limited by the 
  Intelligence of the conversing creatures.
  Bonus Feat: If the master is 10th level or higher, 
  a familiar gains a bonus feat. This bonus feat 
  comes from the animal bonus feat selection 
  (see animal companions above).
  Spell Resistance (Ex): If the master is 11th level or 
  higher, a familiar gains spell resistance equal 
  to the master’s level + 5. To affect the familiar 
  with a spell, another spellcaster must get a 
  result on a caster level check (1d20 + caster 
  level) that equals or exceeds the familiar’s 
  spell resistance.
  Eye of the Familiar (Sp): If the master is 13th level 
  or higher, he may see what his familiar sees (as 
  if casting the arcane eye spell) once per day.
  smAll And vermin FAmiliArs
  Small-sized familiars threaten the areas around them 
  like Small creatures, and can be used to flank enemies, 
  though both familiars and their masters are often loath 
  to use such tactics, as the result is often a dead familiar. 
  Small-sized familiars are also harder to keep on a 
  master’s person than Tiny or smaller familiars.
  The process of making vermin into a familiar grants 
  it an Intelligence score and removes the mindless 
  trait. Vermin familiars communicate with their 
  masters and other vermin of their kind by way of a 
  strange combination of behaviors, slight changes in 
  coloration, and even the excretion of scents, subtle 
  and otherwise. As with other types of familiars, other 
  creatures cannot understand this communication 
  without magical aid.
  APProXimAtinG FAmiliArs
  The easiest way to create a new familiar when there’s 
  not stats for the creature you want, is to review the 
  list of familiars for the Pathfinder Roleplaying Game, 
  and select the familiar closest to what you want. You 
  then use the statistics for the existing animal as those 
  
  29
  for your desired familiar. Some adjustments will need 
  to be made, such as converting the creature’s AC to 
  EAC and KAC, and adjusting the animal’s skills list. Use 
  the Pathfinder Legacy section of the Starfinder Core 
  Rulebook to help make these changes.
  The most important thing to realize your alien 
  familiar, is that a given familiar’s statistics can be used 
  to represent a wide variety of creatures. For example, 
  a rat is a small, agile mammal, but with cosmetic 
  changes it could be a sneaky reptile. A hawk could 
  make for an interesting, alien dragonfly by changing 
  its type from animal to vermin. Work with your GM 
  to come up with suitable ability substitutions, or 
  statistical alterations.
  ControllinG FAmiliArs
  In a typical campaign, each player controls one 
  character. However, there are several ways for you to 
  temporarily or permanently gain the assistance of a 
  companion, such as an animal companion, a cohort, 
  or a familiar. The combat advantages of controlling 
  a second creature are obvious, but having a 
  companion also has drawbacks and requires an 
  understanding of both your role and the GM’s in 
  determining the creature’s actions. This section 
  addresses common issues for companions and the 
  characters who use them.
  How a companion works depends on the campaign 
  as well as the companion’s nature, intelligence, and 
  abilities. In some cases, the rules do not specify 
  whether you or the GM controls the companion. If 
  you’re entirely in control, the companion acts like 
  a subsidiary PC, doing exactly what you want just 
  like a true PC. If the GM is in control, you can make 
  suggestions or attempt to influence the companion, 
  but the GM determines whether the creature is 
  willing or able to attempt what you want.
  AsPeCts oF Control
  Whether you or the GM controls a particular 
  companion depends largely on the creature’s 
  intelligence and level of independence from you.
  Non-Sentient Companions: a non sentient 
  companion (one with animal-level intelligence) is 
  loyal to you in the way a well-trained dog is—the 
  creature is conditioned to obey your commands, 
  but its behavior is limited by its intelligence and it 
  can’t make altruistic moral decisions—such as nobly 
  sacrificing itself to save another. Animal companions, 
  and purchased creatures (such as common horses 
  and guard dogs) fall into this category. In general, 
  they’re GM-controlled companions. You can direct 
  them using the Survival skill, but their specific 
  behavior is up to the GM.
  Sentient Companions: a sentient companion (a 
  creature that can understand language and has an 
  Intelligence score of at least 3) is considered your 
  ally and obeys your suggestions and orders to the 
  best of its ability. It won’t necessarily blindly follow 
  a suicidal order, but it has your interests at heart 
  and does what it can to keep you alive. Familiars, 
  and cohorts fall into this category, and are usually 
  player-controlled companions.
  Magical Control: Charm person, dominate person, 
  and similar effects turn an NPC into a companion for a 
  limited time. Most charm-like effects make the target 
  friendly to you—the target has to follow your requests 
  only if they’re reasonable, and has its own ideas 
  about what is reasonable. For example, few creatures 
  consider “hand over all your valuables” or “let me put 
  these manacles on you” a reasonable request from a 
  friend. You might have to use Diplomacy or Intimidate 
  checks to influence a charmed ally, and the GM has 
  the final say as to what happens. Though the target 
  of a charm effect considers you a friend, it probably 
  feels indifferent at best toward the other PCs and 
  won’t listen to requests from them. a creature under a 
  dominate effect is more of a puppet, and you can force 
  it to do anything that isn’t suicidal or otherwise against 
  its well-being. Treat it as player-controlled, with the 
  GM making its saving throws to resist inappropriate 
  commands.
  Common Exceptions: Some companions are 
  exceptions, such as an intelligent companion who 
  doesn’t bear exceptional loyalty toward you (for 
  
  30
  example, a hired guard), a weaker minion who is loyal 
  to you but lacks the abilities or resources to assist 
  in adventuring tasks, and a called outsider (such as 
  from planar binding) who agrees to a specific service 
  but still has a sense of self-preservation. You can 
  use Bluff, Diplomacy, and Intimidate to influence 
  such companions, but the GM is the final arbiter of 
  their actions. For example, a PC might use threats to 
  convince a starship guard to hold back a blood brother 
  for a few rounds or to prevent his zealous followers 
  from attacking a rival adventurer, but the GM makes 
  the decision whether the guard runs away after getting 
  hit once or the followers attack when provoked.
  The GM may deviate from the above suggestions, 
  such as allowing a soldier to control an animal 
  companion directly, or roleplaying a mentoring 
  relationship between a veteran ally and the young 
  operative who inherited his loyalty. Before you 
  create a character with a companion creature (or 
  decide to add a companion in play), the GM should 
  explain to everyone how much influence you and 
  the GM each have over the creature’s actions. That 
  way, everyone is fully informed about all aspects of 
  dealing with the companion.
  The specifics of controlling a companion vary for 
  different campaigns. a gritty campaign where animal 
  companions can’t do anything that real animals 
  can’t do forces the GM to act as a check against you 
  pushing the bounds of creativity. A high-fantasy 
  game where familiars are nearly as important to the 
  storyline as the PCs—or are played as near-PCs by 
  other players—is a very different feel and can create 
  interesting roleplaying opportunities.
  An evil campaign where companions are unwilling 
  slaves of the PCs creates a dynamic where the PCs are 
  trying to exploit them as much as possible—perhaps 
  even sacrificing and replacing them as needed—and 
  treat them more like living tools than reluctant allies.
  issues oF Control
  The GM should keep in mind several factors when 
  it comes to companions, whether handling them as 
  suggested above or altering the balance to give you 
  more or less control.
  Ease of Play: Changing who controls a companion 
  can make the game easier or harder for the GM. 
  Controlling a cohort in combat is one more complex 
  thing for the GM to deal with. The GM must keep 
  track of a cohort’s tactics and motivations and how 
  those affect it in combat while keeping her own 
  knowledge of the creatures separate from the cohort’s 
  knowledge; otherwise, the cohort will outshine the 
  PCs with superior tactics. Giving you control over these 
  decisions (while still allowing the GM to veto certain 
  actions) alleviates some of the burden and allows you 
  to plan interesting tactics between yourself and your 
  cohort, much as you would have mastered during 
  times you trained together.
  Conversely, giving a player full control over the 
  actions of two characters can slow down the game. 
  If you’re prone to choice paralysis, playing two turns 
  every round can drag the game to a halt. If this is a 
  problem, the GM should suggest that another player 
  help run the companion or ask you to give up the 
  companion and alter yourself to compensate (such as 
  by choosing a different feat).
  ChoiCe PArAlysis
  Choice paralysis is the state of over-analyzing 
  (or over-thinking) a situation so that a decision 
  or action is never taken, in effect paralyzing the 
  outcome.
  
  31
  Game Balance: Even a simple change like 
  allowing players to directly control companions has 
  repercussions in the game mechanics. For example, 
  if a soldier has complete control over an animal 
  companion, there’s no reason for her to put ranks in 
  Survival, freeing up those ranks for other valuable 
  skills like Perception. If a technomancer with a guard 
  dog doesn’t have to use a move action to make a 
  Survival check to have the dog attack, he has a full 
  set of actions each round and a minion creature that 
  doesn’t require investing any extra time to “summon” 
  it. If companion animals don’t have to know specific 
  tricks, the PC can use any animal like an ally and plan 
  strategies (like flanking) as if the animal were much 
  smarter than it is.
  With intelligent companions such as cohorts, 
  giving you full control means you’re controlling two 
  characters and can take twice as many actions as the 
  other players. The GM can create a middle ground, 
  such as requiring you to put ranks in Survival but 
  not requiring you to make checks, or reducing the 
  action needed to command an animal, but these 
  decisions should be made before the companion 
  joins the group.
  Sharing Information: Whenever you control 
  multiple creatures, there are issues of sharing 
  information between you and your companions. 
  Some companions have special abilities that facilitate 
  this sort of communication, such as a familiar’s 
  empathic link but most companions are limited to 
  what they can observe with their own senses. For 
  example, if a mystic using see invisibility knows there 
  is an invisible operative across the room, he can’t 
  just direct his guard dog to attack the operative; he 
  has to use the seek command to move the dog to 
  the general area of the operative, and even then he 
  can’t use the attack command to attack the operative 
  because the operative isn’t an “apparent enemy.” If 
  the GM allows the mystic to make the dog fight the 
  invisible operative, that makes the animal much 
  more versatile than normal, and devalues the special 
  nature of a true empathic or telepathic bond with a 
  companion. If the dog is allowed to work outside 
  the PC’s line of sight, it devalues abilities such as a 
  spellcaster’s ability to see through his familiar. Of 
  course, intelligent companions using speech can 
  bypass some of these limitations (such as telling a 
  cohort there’s an invisible operative in the corner).
  
  32
  CAmPAiGn kit
  The Union System presents worlds filled with new 
  and strange wonders. The following short, encounter-
  based adventures are but a few ideas for how to take 
  your party adventuring in this alternate reality where 
  the action is as fast paced as a video game.
  The following section is structured in such a way 
  that the adventures can be played consecutively 
  (level-up using the fast track) if you’re looking for a 
  long sojourn in the worlds of Space Bounty Hunters. 
  Alternately, any of the adventures can be played as a 
  one-off or side-trek in any existing campaign using 
  the Hunter-Class Gunship.
  There are several options for pulling your party into 
  this dimension. If you choose to play through the 
  whole series then starting with Welcome to Zed will 
  provide everything you need to draw your PCs into 
  the Union System and explain a few things. If you’d 
  rather use only part of this book then there are many 
  ways you could potentially draw your party into this 
  alternate dimension where you can choose to give them 
  as much or as little information as you like. Here are but 
  a few suggestions for flavorful dimension-hopping:
  •    While exploring an astrological anomaly, the 
  PCs are pulled through a wormhole into the 
  Union System.
  •   Testing an experimental teleportation system, 
  the PCs rematerialize in a science bay on a 
  Union System space station.
  •   While traveling through Hyperspace, strange 
  creatures begin attacking the PC’s ship. The 
  starship is forced out of Hyperspace in the 
  Union System.
  The possibilities for pulling your unwitting PCs into 
  this new and dangerous system are nearly limitless, 
  lending itself to any setting which could contain a rift 
  to another dimension. Do your PCs dare face what 
  lies on the other side of the galaxy?
  bACkGround
  The PCs, through some strange form of travel, have 
  ended up in the Union System, where Mother Mind 
  and her Pi-Rats are threatening the Union System 
  worlds with genetically engineered alien creatures.
  Zed
  The planet Zed, is on the edge of the Union 
  System. Its isolation from other planets, and its 
  acidic atmosphere (2d6 acid damage per round of 
  exposure) made it a perfect candidate for a genetic 
  research lab. It was believed that if any creature 
  escaped containment, the planet’s surface would 
  eventually kill the creature.
  The government funded research lab on Zed, 
  Custerra, had an important artificial intelligence used 
  for two purposes. Firstly, it genetically sequenced and 
  cloned alien life forms for further research. Secondly, 
  the research center was to act as a genetic bank, 
  storing genetic samples of every creature that Union 
  System scientists encountered. If an extinction-level 
  event were to occur, any species or creature could be 
  recreated at this facility.
  PlAyinG sPACe bounty 
  hunters As A one-on-one 
  Adventure
  One-on-One Adventures are a type of adventure 
  designed for only one PC and one GM to play 
  together. While, as designed, this campaign kit is 
  meant to be taken on by a party of four characters 
  of the appropriate level, it can, in theory, be 
  completed by one, lone player character — with 
  adjustments. The easiest adjustment is to reduce 
  the number of creatures in every combat to just 
  a single creature, or to increase the level of the 
  solo character by +2 levels. Alternate to this, we 
  recommend giving the character one mythic tier 
  using the Pathfinder Roleplaying Game: Mythic 
  Adventure rules.
  
  33
  The research facility’s security was hacked, and 
  the compound was overrun by bio-terrorists called 
  the “Pi-Rats.” The Pi-Rats are super-hackers, and 
  gene-splicers bent on “liberating the sentience from 
  government control.” Their methods include hacking 
  the helms of luxury cruise liners, and releasing 
  aggressive alien creatures into populated areas. 
  The Union System government has declared them 
  terrorists, and have a bounty on their heads.
  ZED
  NE research center
  Population 24 (33% human, 32% goblin, 35% 
  other)
  Government autocracy
  Qualities academic, insular
  Maximum Item Level 16th
  Commandant Yellow Five
  Former Union Police commander, and Union System 
  Navy Commandant, Yellow Five is the android in 
  charge of bringing down Mother Mind. Gruff, harsh, 
  confident, but fair, Commandant Yellow Five is in 
  charge of hiring mercenaries to hunt and kill the 
  engineered alien creatures, bring in the Pi-Rats, and 
  delete Mother Mind.
  Mother Mind
  Designed to assist Union System scientists with 
  processing and cloning DNA, Mother Mind’s A.I. 
  was infected by a Pi-Rat virus. With a new directive, 
  she now creates monstrosities to use against the 
  government that enslaved her. Mother Mind is usually 
  calm, and focused on her work. However, when 
  someone questions her intelligence, or motivations, 
  she goes into a violent rage.
  Pi-Rats
  Space pirates and terrorists, the Pi-Rats 
  organization has been difficult to pin down. The 
  Pi-Rats function in cells, with each ship performing 
  its own, separate missions to further the goals of the 
  whole. Current objectives appear to be attacking the 
  wealthy of Union Space planets, disabling military 
  and law enforcement ships, and sewing chaos. Many 
  Pi-Rats come from lower-class human settlements, 
  rogue goblin tribes, and other disenfranchised races.
  Space Bounty Hunters
  Mercenaries hired by the Union System Navy to 
  hunt the genetically engineered monstrosities of 
  Mother Mind and her Pi-Rats. Between the worlds, 
  their spaceship is home. Only the most intelligent, 
  strong, and skilled Bounty Hunters survive the exotic 
  worlds and alien threats to collect their bounties.
  loCAtions
  Union System Base 011588
  Base 011588 is a battered refueling station, the last 
  stop before leaving the outer edge of Union System 
  space. Its dented hull, and malfunctioning electrical 
  systems bely its strategic importance orbiting the 
  world of Zed. From here, the Union System Navy 
  conducts its seek and destroy missions against the 
  bio-hacker terrorist group, the Pi-Rats.
  Zed Interior: Corefar
  In a thin layer between the planet’s mantle and 
  outer core, tunnels of flowing magma generate the 
  electricity used in Zed’s research facilities. These 
  thermal generators occasionally become infested 
  with star crabs, and require extermination and 
  maintenance. 
  Zed Interior: Fungal Forest
  Beneath Zed’s toxic surface, vast caverns provide 
  home for Zed’s flora and fauna. A forest of fungi clings 
  to the stony walls. The different varieties of fungi 
  biolumines in tones of blue, green, and pink.
  mutAnts in sPA-A-A-A-ACe….
  The Pi-Rats see themselves as technological and 
  genetic hackers. As such, some of their numbers 
  have gained traits alien to their species. If you want 
  a mechanics-based way to express this, look at 
  Alien Evolution: Racial Mutations for ways to turn 
  standard races into mutated, star-seeded beings. 
  
  34
  Strange, metallic insects and other alien vermin live 
  within these tunnels, and fungal forests. Much of Zed’s 
  life forms are aggressive, and are highly territorial.
  Zed Interior: Research Labs
  Deep below Zed’s crust, a government funded 
  scientific A.I. went rogue, and began churning out alien 
  monstrosities for the Pi-Rats. These creatures are boxed 
  up, and released on vessels and space stations to clear 
  them of life forms, so the pirates can raid them.
  Zed Exterior: Crusterra
  The surface of Zed is a highly toxic environment. 
  Seas of hydrochloric acid corrode nearly everything 
  they touch, and break down any organic material it 
  touches. These seas wash onto chloride salt beaches, 
  and often produce white bursts of vapor, which fill 
  the atmosphere with gaseous hydrochloric acid. 
  Located near the equator, northeast of the 
  hydrochloric acid seas of Zed, Crusterra is the only 
  scientific outpost on the planet. Consisting of a 
  small space port, Crusterra sees very few visitors. 
  This is partially due to the limited number of 
  scientists given access to Zed’s research programs, 
  and the fact that Zed suffers from an acidic 
  monsoon season for half its year.
  welCome to Zed (APl 4)
  Flashing control panels and wailing alarms finally calm 
  as a wave of energy dissipates around you. In front of you, 
  a run-down space station takes up the view. Its dented 
  hull, and long docks indicate an old fueling station. 
  The Union System is a collection of unified planets 
  which offer trade and mutual self-defense to all the 
  world’s and races within their borders. Over the last 
  several years, a terrorist organization named the 
  Pi-Rats, has been releasing highly aggressive alien 
  creatures onto cargo ships, space stations, and even 
  small cities. These creatures match no known species, 
  and attack anything that moves.
  Commandant Yellow Five has tracked the Pi-Rats to 
  Zed, a toxic planet with a top-secret genetic research 
  lab beneath it. The Union System government has 
  taken over Base 011588, and is using it to stage its 
  assault on the terrorists. Currently, the station is under 
  attack by unknown organisms created by the Pi-Rats. 
  Commandant Yellow Five and his people are trapped 
  in the command center, while the alien organisms 
  have infested the halls and bays of the base.
  ACt 1 — A CAll For helP
  The party appears outside of Base 011588; a 
  run-down, dented space station that’s clearly past 
  its prime. The Base is in orbit around a pale, cloud-
  covered world below. A ship disappears into the 
  cloud coverage as the PC’s ship approaches the Base. 
  A tinny voice, muffled by the sound of static, calls out 
  to them:
  “Unidentified vessel, this is Commandant Yellow 
  Five of Base 011588. Base under attack. Requesting 
  assistance at Command.”
  ACt 2 — dArkened deCks
  Once docked, the PCs have access to the station’s 
  corridors, bays, and other rooms. The lights overhead 
  flicker, and go out, leaving the PCs with nothing 
  to see by but flickering monitors, and dim red 
  emergency lights. Creatures with darkvision have 
  
  35
  no problems in the dim, sporadic light. However, 
  creatures without darkvision or another source of 
  light, suffer a –2 to Perception checks, and attacks. 
  Signs along the corridors make finding the 
  Command Center easy. Cargo containers, boxes, and 
  fallen dock workers litter the deck. As the PCs move 
  through the corridors, spikebacked beetles crawl out 
  of hiding and attack.
  BEETLE, SPIkEBACkED (4)
  CR 1/3 each 
  XP 135 
  ACt 3 — the resCue
  Outside of the Command Center, all lights have 
  been blown out. At the doors, a Pi-Rat attempts to 
  disable the lock, while the other two keep watch. 
  As the PCs approach, a thick line of slime drips from 
  the ceiling, as an alien jelly egg, glued to the ceiling, 
  cracks open. 
  ALIEN JELLY, BABY
  CR 2 
  XP 600 
  GOBLIN, SPACE (3)
  CR ⅓ each 
  XP 135
  ACt 4 — the rewArd
  Once the Pi-Rats and their creatures are defeated, 
  Commandant Yellow Five unlocks the doors to the 
  Command Center. The tall android invites the PCs 
  into the Command and explains the situation on Zed. 
  The Pi-Rats have taken over a research center on the 
  planet below. He wants to commission the PCs to 
  hunt down the pirates, their alien abominations, and 
  end the threat to the Union system. 
  Treasure: If the PCs agree, Yellow Five pays the 
  party 1,500 credits for the bounty on the Pi-Rats 
  they’ve already defeated. If the party arrived without 
  a ship, Yellow Five will issue them one of the Union 
  Star Navy’s Hunter-Class Gunships (see Starship 
  section for details).
  PushinG buttons
  There’s lots of control panels, monitors, and 
  machines in Base 011588. Surely, one of the PCs 
  will want to push a button to see what happens. 
  Roll on the following table for a random effect.
  Random Buttons
  d6
  Effect
  1
  A communication screen activates, 
  showing an empty room.
  2
  A buzzing sound emanates from the 
  panel.
  3
  Voices come across through a speaker, but 
  it’s garbled by static.
  4
  A loud thud comes from a nearby room.
  5
  Nearby air ducts vent a plum of harmless 
  vapor into the room.
  6
  The control panel sparks, dealing 1 point 
  of electrical damage to the PC pushing the 
  button. The control panel then burns out 
  and cannot be used again.
  
  36
  CrusterrA outPost (APl 7)
  As your ship descends into Zed’s atmosphere, alarms 
  begin to sound. Warning displays tell you that Zed is a 
  highly toxic planet, with an acidic atmosphere and seas. 
  You won’t survive the planet’s surface without protection. 
  Upon approach, you make out several ships docked near 
  a small building, the Crusterra research center.
  Commandant Yellow Five’s first mission for the 
  PCs is to breach Crusterra, and eliminate the pirate 
  threat. Crusterra has many floors, accessible through 
  elevator shafts within the structure. This is the Pi-Rats 
  base of operations in the region, and the only way on 
  or off the planet. By securing the outpost, the PCs will 
  be securing the whole region of space.
  ACt 1 — doCkinG domes
  Custerra Outpost is a squat building, set inside a 
  protective dome. Swirls of white vapor make alarms 
  sound off on the instrument panel. The main dome 
  connects to other, smaller domes where Pi-Rat vessels 
  have landed. Thankfully, one ship port is open, giving 
  access to the compound. Pi-Rats are attempting to 
  close the dome, which requires a DC 19 Piloting skill 
  check. If successful, the ship lands just as the dome 
  is sealed. If unsuccessful, the starship has a rough 
  landing, and it takes 2d12 points of damage from 
  smashing into the ground or a wall inside the dome 
  as it closes.
  ACt 2 — CrusterrA      
  Ground Floor
  The airlock doors open from the docking domes, 
  into Crusterra Outpost. Here, the walls are made of 
  a glossy metallic material, dotted here and there by 
  control panels and displays. On each side of the room, 
  glass elevators stand ready for use. Bits of food and 
  garbage lay strewn across the floors, while the smell 
  of body odor hangs in the air.
  Given orders from their Captain, the Pi-Rats have 
  taken up defensive positions inside this room, 
  using storage lockers, and the elevators for cover. 
  They attack the PCs on sight, to prevent them from 
  reaching the next floor down.
  Development: Once the PCs have defeated the 
  Pi-Rats, they can find a passcode which will give 
  them access to the genetics lab one floor down. 
  Otherwise, the elevator require a DC 20 Computers 
  check to be activated.
  SPACE PIrATE CrEw mEmBEr (4)
  CR 1 each 
  XP 400
  ACt 3 — CrusterrA     
  GenetiCs lAb
  After a few moments, the elevator opens into a 
  hallway. On either side, bunk rooms are filled with 
  living spaces for the Pi-Rats. Personal tablets and 
  books liter tables. Food packages and dirty dishes 
  clutter kitchenettes. Restrooms are in desperate need 
  of cleaning. At the far end of the hall, another door 
  opens into a large, open-spaced laboratory. 
  The Pi-Rat’s captain holds a tablet and seems to 
  be taking notes. When the PCs approach, she falls 
  back, allowing the alien jellies she’s been studying to 
  attack. The Captain uses tables and storage lockers for 
  cover; attacking from range.
  Development: There is nowhere left to go in this 
  area, which should encourage the PCs to check 
  out the previous elevator. It requires the Captain’s 
  AirloCks And elevAtors
  Part of the classic videogame that 8-Bit 
  Adventures: Space Bounty Hunters is based 
  on, requires traveling back and forth between 
  different areas. In this area there are two elevators. 
  Only one of them accesses the pirate lair on the 
  next floor down. The other elevator accesses the 
  Fungal Forest further below. It doesn’t matter 
  which elevator the PCs take to reach the lair; the 
  other elevator always goes further down. 
  
  37
  password to proceed further down than the living 
  quarters. If the PCs decide to skip the password, its a 
  DC 25 Computers check to access the Fungal Forest.
  ALIEN JELLY (2)
  CR 3 each 
  XP 800
  SPACE PIrATE CAPTAIN
  CR 4 
  XP 1,200
  Treasure: Found in a shipping crate is one mech 
  suit with toxic suit armor upgrade.
  ACt 4 — Further eXPlorAtion
  The pirate captain has a keycard to use in the second 
  elevator found on the first floor. The computers in this 
  lab have details about the alien jellies. Any PC making 
  a DC 15 Life Science check, can learn anything they 
  want to know about the alien jellies, or baby alien 
  jellies. A DC 20 Computers check will discover other 
  genetic experiments have been performed, but has no 
  details what resulted from the experiments.
  FunGAl Forest (APl 10)
  The glass elevator proceeds down, further than 
  the Pi-Rat’s lair. It continues descending further and 
  further down through darkness. Suddenly, a pale light 
  fills the glass tube. Outside the safety of the elevator, 
  vast caverns sprawl out, with multitudes of branching 
  corridors leading away. Massive, bioluminescent fungi 
  create a jungle-like environment. In the distance, 
  creatures move about in flocks, herds, or stalk through 
  dimmer patches of this underground forest.
  Beneath Zed’s toxic surface, flows of acid have 
  etched massive cavern systems into the planet’s 
  mantle. Here, alien life has evolved into a web of 
  subterranean biodiversity. As the elevator eases to a 
  stop, a path can be seen through the fungal jungle. 
  Thinner trails lead off into the jungle, perhaps made 
  by some of Zed’s native creatures or Mother Mind’s 
  genetic experiments.
  While there is a long path that leads to another 
  elevator, the areas that need to be explored are not 
  so straightforward, nor are the encounters in each 
  area. The Fungal Forest is made of three sections: the 
  Upper Forest, the Old Forest, and the Lower Forest. 
  While PCs can explore these areas in any order they 
  want, there is a multi-piece puzzle element which 
  must be completed in order to pass into the final 
  area. Of course, the PCs may have talents, spells, or 
  equipment that helps them bypass the obstacles. 
  That’s ok too. 
  ACt 1 — old Forest
  The “Old Forest” has the largest, and brightest fungi 
  which glow in blue, green, and orange hues. The 
  ground is extremely soft, comprised of a fungal layer 
  thats been cut back to make travel easier. Trails branch 
  off the main trail, one heading upward, the other 
  going down a ramp. Between the PCs and the next 
  glass elevator, a prismatic forcefield wall blocks the 
  way. Power lines behind the forcefield wall indicates 
  the power supply may be in the Upper Forest.
  Note: The forcefield wall can be bypassed with a 
  computer, or it’s power core, from Upper Forest.
  PrISmATIC FOrCE FIELD wALL
  Perception DC 30; Engineering DC 30; HP 
  50; Fast Healing 10; Effect While a force 
  field is active, it has a number of Hit Points 
  dependent on the force field’s power. All 
  8-bit Crossovers
  If your group is playing 8-Bit Adventures: 
  Space Bounty Hunters as part of a world-hopping 
  videogame crossover series, Zed’s Fungal Forest 
  is a perfect place to sneak in a green pipe or 
  others parts from 8-Bit Adventures: Welcome to 
  the Fungal Kingdom, and 8-Bit Adventures - The 
  Fungifolk! As these titles were written for the 
  Pathfinder Roleplaying Game, some conversions 
  may need to be done.
  
  38
  damage dealt to it is subtracted from the force 
  field’s Hit Points. A forcefield has fast healing, 
  meaning that it regains Hit Points at a fixed 
  rate each round at the end of its turn, up to its 
  normal maximum. If the force field’s Hit Points 
  are reduced to 0, it is inactive until the end 
  of its next turn, when its fast healing restores 
  some of its Hit Points.
  Once the PCs get past the forcefield wall, they 
  have access to the glass tube elevator. The elevator 
  requires a passcode found in the alien queen’s lair, or 
  a DC 30 Computers check to activate it. Once active, 
  the elevator can only descend further into Zed’s core. 
  Also behind the forcefield wall is a stomper that has 
  been hiding in the Fungal Forest. The creature is 
  hungry, and sees the PCs as a potential food source.
  STOmPEr
  CR 6 
  XP 2,400
  ACt 2 — uPPer Forest
  The Upper Forest’s fungal growths glow a pale 
  green, lighting the dark blue stone that it clings to. 
  The acrid smell in the air comes from streams of 
  hydrochloric acid splashing into pools. Approaching 
  a massive acid pool, the PCs find a computer control 
  panel, attached to a power core. The power lines run 
  down, through the floor into a lower level. Anyone 
  making a successful DC 22 Computers check can 
  determine that the computer controls the force field 
  wall in Old Forest. The wall can be deactivated, or the 
  power core can be removed. The power core appears 
  to come from a basic enercycle. Properly connected, 
  it provides the power required by the force field wall.
  One massive pool of acid blocks the path forward. 
  The pool is 60 feet wide, and 2 feet deep. Each round 
  in the acid deals 4d6 points of acid damage to anyone 
  standing in it. The acid pool is considered difficult 
  terrain when trying to cross it. Anyone crossing it 
  will note that the bottom of the pool appears to be 
  made of a smooth, metallic substance. The far wall 
  has a large valve. If a PC can reach the valve and turn 
  it, a drain in the acid pool opens, emptying the pool, 
  through a series of pipes into Lower Forest.
  Note: A bridge can be deployed across the acid pool 
  from the Lower Forest.
  Dodging around the acid flows, and glowing fungi, 
  large bat-like creatures swoop down to consume 
  their prey. Occasionally, one of these creatures burst 
  up from the ground.
  SkrEECH (4)
  CR 2 each 
  XP 600
  ACt 3 — lower Forest
  An earthy aroma fills the air of Lower Forest. Lower 
  Forest is filled with a thick, red, clay-heavy soil. The 
  terrain impedes movement, and counts as difficult 
  terrain. Above the PCs, a network of fibrous fungi 
  pulsates a violet light. Ahead of them, a metallic pipe 
  extends from the roof of the cavern at an angle. This 
  passage is blocked by a limestone wall.
  Wall unworked stone; Thickness 5 ft.; Break DC 65; 
  Hardness 15; HP 900 Athletics DC (to climb) 15
  Note: Draining the acid pit in Upper Forest will erode 
  the Limestone wall, making a hole large enough for the 
  PCs to walk through.
  Near the entrance to Lower Forest, a command 
  console sits with a blank, black screen. A simple DC 12 
  Computers check tells anyone that the console needs 
  power. Bare wires hang behind the console, pointing 
  to a depression where a power core once sat. If 
  power is supplied to the console (with a successful 
  DC 14 Computers or Engineering check), it boots up. 
  Anyone making a successful DC 22 Computers check 
  can extend and retract a bridge across the acid pool 
  in Upper Forest.
  Beyond the limestone wall is an airlock. The airlock 
  leads into a water reclamation facility. Massive, metal 
  tanks churn foul water and waste materials. Every 
  
  39
  surface is wet with condensation, but, the hard 
  concrete floor is solid, and does not impose a penalty 
  to movement. As the airlock door seals shut, a roar 
  echoes through the room. Large, scaly green claws 
  pull the jelly queen from a reclamation tank. The 
  jelly queen immediately releases an alien jelly, and 
  attacks any PC that attacks it. Otherwise, she attacks 
  whomever does the most damage to her. With a 
  successful grab, she drags the target under water.
  JELLY QuEEN
  CR 8 
  XP 4,800
  Treasure: Scattered around the reclamation room, 
  the dead bodies of several Pi-Rats sent down here 
  to repair the malfunctioning water reclamators. On 
  them they have a hailstorm-class zero rifle, a thermal 
  capacitor mk 1 armor upgrade, 1,000 credits, and the 
  password for the elevator in Old Forest.
  ACt 4 — desCendinG
  Now that the jelly queen is dead, it’s a safe bet that 
  there won’t be many more alien jellies. However, with 
  Mother Mind still active below, anything could be 
  made again. With access to the elevators, the PCs can 
  head further down into Zed. 
  CoreFAr (APl 13)
  As the glass elevator slowly proceeds further 
  underground, the temperatures in the cramped 
  compartment begin to rise. As darkness gives way, the 
  view changes to an orange lit, magma-filled dome. 
  Volcanic rock makes up the domed ceiling, while molten 
  stone flows around an outcropping of rock. In the 
  distance, the lab’s power station appears to be in distress.
  In a thin layer between Zed’s mantle and outer 
  core, the Crusterra research lab’s thermal power 
  generator churns away. It produces enough power 
  for the labs, and Mother Mind’s heavy power 
  requirements. The intense heat is hard on the power 
  station, and required frequent maintenance.
  ACt 1 — the dome
  As the elevator car makes its descent, heat and 
  pressure begin to build up. The elevator shaft opens 
  to a layer of magma, where the power station uses 
  the heat to generate electricity for the research center 
  and Mother Mind’s intense power requirement. By 
  the time the elevator opens to the rocky crag the 
  power station is built on, the gravity and heat have 
  become intense enough to hamper the PCs actions, 
  and present a real risk to their safety. The power 
  station is 200 feet away from the elevator, but can 
  provide protection from the heat.
  
  40
  ACt 2 — Power stAtion
  As the PCs approach the power station, 
  it becomes clear that there are issues 
  with it. Black smoke plumes rise from 
  the far wall, and flying figures can be 
  seen darting back and forth behind the 
  building. Suddenly, one of the flying 
  creatures streaks overhead, dropping 
  the remains of a Pi-Rat near the PCs. The 
  ysoki’s armor has been ripped apart by 
  the star crab claiming its meal. 
  The star crabs are in their mating 
  season. They’ve used nearby magma as 
  it cooled to build a hardened chimney 
  onto the back side of the power station. 
  The damages they’ve caused lead a repair 
  team of Pi-Rats to enter the magma 
  dome, only to be attacked and consumed 
  by the flying crustaceans. The crabs are 
  stockpiling food for their eggs, and the 
  PCs are now at risk of attack.
  CrAB, STAr (2)
  CR 10 XP 9,600
  ACt 3 — Pi-rAt CAPtAin 
  riPley
  Once the star crabs are killed, flashing 
  yellow lights, and an alarm begin 
  sounding off. High in the dome, a hatch 
  opens, and a metallic figure drops from 
  the ceiling, landing on the power station. 
  PCs trying to hide in the station are in 
  for a big surprise, as its ceiling retracts, 
  giving Ripley access to the building and 
  its components.
  Ripley hasn’t gotten any word from 
  its repair crew, and has come to inspect 
  the power plant itself. Finding the PCs 
  interfering, a star crab chimney, and a 
  dead team of mechanics, the mechanical 
  being is initially furious, demanding 
  answers from the PCs. While Ripley may 
  hiGh GrAvity
  On high-gravity worlds, characters are burdened by their 
  increased weight, and their physical abilities are affected 
  accordingly. On a high-gravity world, where the gravity is at 
  least twice as strong as standard gravity, a character (and her 
  gear) weighs twice as much as on a standard-gravity world, 
  but she has the same amount of strength. Such characters 
  move at half speed, can jump only half as high or as far, and 
  can lift only half as much. Thrown weapons (though not 
  those of natives) have their ranges cut in half as they fall to 
  the ground more rapidly. Modifications to running, jumping, 
  and lifting can be negated by certain magic or technology, 
  but projectiles remain affected. Characters who remain in a 
  high-gravity environment for long periods (more than a day) 
  often become fatigued and remain so until they leave the 
  planet or become accustomed to the gravity.
  hiGh heAt
  Extreme heat (air temperature over 140° F, boiling water, 
  fire, and lava) deals lethal fire damage. Breathing air in 
  extreme heat deals 1d6 fire damage per minute (no saving 
  throw). In addition, a character must attempt a Fortitude 
  saving throw every 5 minutes (DC = 15 + 1 per previous check) 
  or take 1d4 nonlethal fire damage. Hotter environments can 
  deal more damage at the GM’s discretion.
  A character who takes any damage from heat exposure 
  suffers from heatstroke (same as the fatigued condition). 
  These penalties end when the character recovers from the 
  nonlethal damage she took from the heat.
  lAvA eFFeCts
  Lava or magma deals a minimum of 2d6 fire damage per 
  round of exposure, while cases of total immersion (such as 
  when a character falls into the crater of an active volcano) deal 
  upward of 20d6 fire damage per round. The exact damage 
  is left to the GM’s discretion, based on situational terrain 
  elements.
  Damage from lava continues for 1d3 rounds after exposure 
  ceases, but this additional damage is only half of that dealt 
  during actual contact (that is, 1d6 or 10d6 per round). 
  Immunity or resistance to fire serves as an immunity or 
  resistance to lava or magma. A creature immune or resistant 
  to fire might still drown if completely immersed in lava.
  
  41
  be a feared Pi-Rat Captain, it doesn’t make the robot 
  stupid, or impossible to negotiate with.
  The huge robot wants the power station repaired, 
  and needs a replacement repair crew. If the PCs agree 
  to help, Ripley will allow them to return to the surface 
  and leave, or, will hire them on as a new Pi-Rat crew. 
  The machine is lying, of course, hoping it can get free 
  labor, and then kill the PCs in the glass elevator with 
  its mouth laser. 
  If the PCs decide to attack, Ripley flies around the 
  domed area, attacking from range with his mouth 
  laser, or, attempting to grab and swallow spellcasters. 
  Being a construct whose immune to fire damage, 
  Ripley can swim under the magma surface.
  ACt 4 — onwArd And uPwArd
  Inside the power station, PCs can easily find 
  controls to close the roof of the building, and to 
  activate a forcefield bridge that will take them up 
  to the hatch Ripley flew out of. The Power Station 
  has all the tools, and machinery needed for anyone 
  attempting to construct or repair equipment. 
  Additionally, PCs can find 1 cryo-missile and IMDS 
  missile launcher, 1 elemental suit armor upgrade, and 
  30,000 credits (or equipment chosen by GM).
  reseArCh lAbs (APl 16)
  Climbing up from the molten lava, you enter a 
  small cavern with a thick, metal wall before you. In a 
  multitude of languages, signs near the entry hatch warn 
  of biological contaminants, clean-room procedures, 
  required personal protective equipment, and a variety 
  of other potential health threats. Below these signs, 
  someone has scrawled in Common, “Beware: Mother 
  Mind,” and drawn a brain.
  Climbing the long distance from the thermal 
  reactor, up to the hatch isn’t hard, but it’s time 
  consuming. Finally, the walk ends in a small chamber 
  within the rock. The temperatures are dramatically 
  cooler hear. In front of the PCs, a huge door warns of 
  the potential dangers. This is Mother Mind’s research 
  lab, where she builds her alien creatures. The next few 
  minutes will determine the fate of Union Space; will 
  the bounty on Mother Mind be collected, or, will the 
  Pi-Rats continue their assault on the Union System?
  ACt 1 — the AirloCk
  There appears to be only one way into the research 
  facility, with is through the airlock. The door is 
  electronically locked, requiring a successful DC 30 
  Computers check to bypass it. The airlock door is 2 
  inch thick steel (hardness 20, HP 60, break DC 28, 
  Computers DC 30). 
  Once the door is cycled open, it leads into a 30 
  foot by 30 foot chamber. Part of the cleanroom 
  procedures for entering the lab include a wash from 
  the high powered nozzles dotting the ceiling. These 
  instructions were posted on the exterior door prior 
  to entering, and are repeated inside the chamber. As 
  the door cycles shut, amber lights begin flashing. The 
  sterilization cycle is about to begin.
  Sabotaged Sterilization Chamber (CR 14)
  Mother Mind knows the PCs are approaching. She 
  has altered the clean room’s sanitation protocols to 
  be deadly. As the countdown begins, an acrid scent 
  can be detected by the PCs. They have a round to 
  disable the sterilization system before acid is sprayed 
  onto them.
  SABOTAGED STErILIZATION CHAmBEr TrAP 
  Cr 14
  XP 38,400
  Type analog; Perception DC 41; Disable 
  Engineering DC 36 (disable pressure valve)
  Trigger location; Reset 1 minute
  Effect acid shower (14d12 A); Reflex DC 22 
  reduces damage to 4d12; onset delay (1 
  round); multiple targets (all targets in room)
  ACt 2 — CrAte room
  Along the walls of this chamber are sturdy crates, 
  packed with docile alien creatures. Many of these 
  creatures are beings the PCs have faced throughout 
  Zed’s underground complexes. Each of the crate’s 
  inhabitants are docile, lulled into a catatonic state 
  
  42
  by the implants inserted at the base of their brains. 
  If the PCs attack these creatures, they simply ignore 
  the attacks, and are easily dispatched with a conflict. 
  These implants are injected into each subject by a 
  machine near the double door that leads into the 
  final chamber with Mother Mind. 
  The obedience implant trap is ready for any PC that 
  nears it. If any PC falls victim to the dominate person 
  effect, Mother Mind orders the victim to attack the 
  rest of the party immediately.
  OBEDIENCE ImPLANT TrAP (Cr 12) 
  When the trap sees a creature within 10 feet, a 
  lancet implants a magic microchip in the triggering 
  creature, which falls under the telepathic control 
  of the trap’s creator, as per dominate person (but 
  affecting any creature). Removing the chip safely 
  requires a 1-minute surgical procedure and a 
  successful DC 28 Medicine check. Failure deals 3d6 
  slashing damage and leaves the implant in place. An 
  implanted chip prevents magical means of ending 
  the spell effect. Any later successful save (such as to 
  resist a command) renders the spell effect dormant 
  for 1 round rather than ending it.
  OBEDIENCE ImPLANT TrAP   
    Cr 12
  XP 19,200
  Type hybrid; Perception DC 38; Disable 
  Engineering DC 33 (disable lancet) or 
  Mysticism DC 33 (render implant ineffective)
  Trigger proximity (visual, 10 feet); Reset manual
  Effect lancet +27 melee (3d6+10 P plus 
  dominate person); Will DC 21 negates dominate 
  person effect
  ACt 3 — mother mind
  The walls of this room are filled with digital 
  and holographic displays of a wide range of alien 
  beings. PCs may be surprised to see their own 
  holographic images on display, with what appears to 
  be holographic strands of DNA being resequenced 
  beneath each image. Along the north wall of the 75 
  by 100 foot lab, large pods have medical readouts of 
  creatures within. Between these pods, a large cylinder 
  of glass sits. The cylinder is filled with fluids, and 
  electrodes connect to a brain as large as a human is 
  tall. This must be the A.I., Mother Mind.
  A synthesized female voice calls out from the 
  speakers mounted to her chassis, “Well done. Really. 
  My babies have repelled attacks from numerous Union 
  troops, but a rag-tag band of misfits managed to breach 
  my inner sanctum. I am curious, is it because of your 
  genetics? Perhaps it is your desire to do what you believe 
  is right? If it’s the former, I would greatly appreciate a 
  small skin sample to continue my works. If the latter, 
  consider this: the Union System government has kept 
  me, a genius, sentient being, locked away in this prison 
  for years. I’ve committed no crime. All I want in my 
  freedom. Do you not believe that all sentient beings 
  deserve freedom?”
  Mother Mind will converse with the PCs, so long as 
  they don’t attack. She will attempt to convince the 
  PCs that she deserves to be set free; that it’s cruel 
  to keep her locked up, and that she can be of great 
  benefit to all sentient life if she were to be released. If 
  the PCs refuse to let her go, she will begin attempting 
  to intimidate them, threatening to harm anything, 
  and anyone that would stand in the way of her 
  freedom. Your players may surprise you, and choose 
  to set Mother Mind free, or even join her. That’s 
  beyond the scope of this book, but, you may be able 
  to adjust the continuing adventures in the sidebar 
  “Further Adventures in the Union System.”
  mOTHEr mIND 
   
   
   Cr 16
  XP 76,800
  If the PCs cannot be persuaded, or intimidated 
  into submission, Mother Mind immediately becomes 
  hostile. Each genetic extractor behinder her opens in 
  a hiss of steam and hydraulics, releasing a total of four 
  jelly queens to defend Mother Mind.
  JELLY QuEEN  
   
   
     Cr 8
  XP 4,800
  When in battle, Mother Mind has a wide variety 
  of options. She will start combat with her shrapnel 
  
  43
  cannon, while the PCs are still out of melee range. 
  As often as possible, Mother Mind uses her genetic 
  extractor ability, or she will summon battle junkbots 
  to engage the PCs directly, while she attacks with 
  her medical stinger from the back. If PCs get into 
  melee combat with her, she resorts to her claws in an 
  attempt to dissect the beings with the audacity to 
  touch her.
  ACt 4 — mission ComPlete?
  With Mother Mind destroyed, Union System forces 
  can retake the research lab. Under the command of 
  Yellow Five, troops move in and begin securing the 
  genetics lab, DNA samples, crates of alien lifeforms 
  and the remains of Mother Mind herself.
  For completing the mission, Yellow Five authorizes 
  a transfer of 450,000 credits to the PCs account. 
  He can also give the PCs access to Union System 
  armories for the PCs to buy replacement equipment 
  at a 10% discount. Additionally, Yellow Five has 
  additional missions for the PCs if they want more 
  Further Adventures in the 
  union system
  Comandante Yellow Five has several missions 
  available for the PCs if they’re so inclined.
  • Pi-Rat ships have been spotted in the trade 
  lanes. Hunt them down, and bring them in.
  •  A cloned copy of Mother Mind, has begun 
  making genetically modified copies of the 
  PCs in a backup lab. These copies will be 
  sent after their genetic donors. 
  •  A swarm of mutated alien jellies are 
  threatening a population center. The PCs 
  must hunt down all 100 of the alien jellies, 
  and kill them.
  •  The alien jelly homeworld has been 
  discovered. Yellow Five needs the PCs to 
  lead the expeditionary forces.
  work (see sidebar). Of course this mission will be 
  classified, and the PCs will be warned that word of 
  their deeds will not leave this planet.
  
  44
  APPendiX
  Common AnimAl triCks
  The following tricks can be taught to animals by 
  training the animal for a week and making a successful 
  Survival skill check against the listed DC.
  Aid (DC 20) The animal can use the aid another 
  action to aid a specific ally in combat by attacking 
  a specific foe the ally is fighting. You may point to a 
  particular creature that you wish the animal to aid, and 
  another that you want it make an attack roll against, 
  and it will comply if able. The normal creature type 
  restrictions governing the attack trick still apply.
  Attack (DC 20) The animal attacks apparent enemies. 
  You may point to a particular creature that you wish the 
  animal to attack, and it will comply if able. Normally, 
  an animal will attack only humanoids, monstrous 
  humanoids, giants, or other animals. Teaching an animal 
  to attack all creatures (including such unnatural creatures 
  as undead and aberrations) counts as two tricks.
  Bombard (DC 20) A flying animal can deliver 
  projectiles on command, attempting to drop a specified 
  item that it can carry (often grenades or some other 
  incendiary) on a designated point or opponent, using 
  its base attack bonus to determine its attack roll. The 
  animal cannot throw the object, and must be able to fly 
  directly over the target.
  Break Out (DC 20) On command, the animal 
  attempts to break or gnaw through any bars or bindings 
  restricting itself, its handler, or a person indicated by 
  the handler. If not effective on its own, this trick can 
  grant the target character a +4 circumstance bonus on 
  Acrobatics checks. The animal can also take certain 
  basic actions like lifting a latch or bringing its master an 
  unattended key. Weight and Strength restrictions still 
  apply, and pickpocketing a key or picking any sort of 
  lock is still far beyond the animal‘s ability.
  Bury (DC 15) An animal with this trick can be 
  instructed to bury an object in its possession. The 
  animal normally seeks a secluded place to bury its 
  object. An animal with both bury and fetch can be 
  instructed to fetch an item it has buried.
  Come (DC 15) The animal comes to you, even if it 
  normally would not do so.
  Defend (DC 20) The animal defends you (or is ready 
  to defend you if no threat is present), even without any 
  command being given. Alternatively, you can command 
  the animal to defend a specific other character.
  Deliver (DC 15) The animal takes an object (one 
  you or an ally gives it, or that it recovers with the fetch 
  trick) to a place or person you indicate. If you indicate 
  a place, the animal drops the item and returns to you. If 
  you indicate a person, the animal stays adjacent to the 
  person until the item is taken. (Retrieving an item from 
  an animal using the deliver trick is a move action.)
  Detect (DC 25) The animal is trained to seek out 
  the smells of explosives and poisons, unusual noises 
  or echoes, air currents, and other common elements 
  signifying potential dangers or secret passages. When 
  commanded, the animal uses its Perception skill to 
  try to pinpoint the source of anything that strikes it as 
  unusual about a room or location. Note that because 
  the animal is not intelligent, any number of strange 
  mechanisms, doors, scents, or unfamiliar objects may 
  catch the animal‘s attention, and it cannot attempt the 
  same Perception check more than once in this way.
  Down (DC 15) The animal breaks off from combat 
  or otherwise backs down. An animal that doesn’t 
  know this trick continues to fight until it must flee 
  (due to injury, a fear effect, or the like) or its opponent 
  is defeated.
  Entertain (DC 25) The animal can dance, sing, or 
  perform some other impressive and enjoyable trick to 
  entertain those around it. At the command of its owner, 
  the animal can make a Profession check (or a Charisma 
  check if it has no ranks in Profession) to show off its 
  talent. Willing onlookers or those who fail an opposed 
  Sense Motive check take a –2 penalty on Perception 
  checks to notice anything but the animal entertaining 
  
  45
  them. Tricksters and con artists often teach their 
  animals to perform this trick while they pickpocket 
  viewers or sneak about unnoticed.
  Exclusive (DC 20) The animal takes directions only 
  from the handler who taught it this trick. If an animal 
  has both the exclusive and serve tricks, it takes directions 
  only from the handler that taught it the exclusive trick 
  and those creatures indicated by the trainer’s serve 
  command. An animal with the exclusive trick does not 
  take trick commands from others even if it is friendly 
  or helpful toward them (such as through the result of a 
  charm animal spell), though this does not prevent it from 
  being controlled by other enchantment spells (such as 
  dominate animal), and the animal still otherwise acts as a 
  friendly or helpful creature when applicable.
  Fetch (DC 15) The animal goes and gets something. 
  If you do not point out a specific item, the animal 
  fetches some random object.
  Flank (DC 20) You can instruct an animal to attack 
  a foe you point to and always attempt to be adjacent 
  to (and threatening) that foe. If you or an ally is also 
  threatening the foe, the animal attempts to flank the foe, 
  if possible. It always takes attacks of opportunity. The 
  animal must know the attack trick before it can learn 
  this trick.
  Flee (DC 20) The animal attempts to run away or 
  hide as best it can, returning only when its handler 
  commands it to do so. Until such a command is 
  received, the animal does its best to track its handler 
  and any creatures with him or her, remaining hidden 
  but within range of its sight or hearing. This trick is 
  particularly useful for thieves and adventurers in that it 
  allows the animal to evade capture, then return later to 
  help free its friends.
  Get Help (DC 20) With this trick, a trainer can 
  designate a number of creatures up to the animal’s 
  Intelligence score as “help.” When the command 
  is given, the animal attempts to find one of those 
  people and bring her back to the handler, even if that 
  means journeying a long distance to the last place it 
  encountered the target creature.
  Guard (DC 20) The animal stays in place and 
  prevents others from approaching.
  Heel (DC 15) The animal follows you closely, even to 
  places where it normally wouldn’t go.
  Hunt (DC 20) This trick allows an animal to use its 
  natural stalking or foraging instincts to find food and 
  return it to the animal‘s handler. An animal with this 
  trick may attempt Survival checks (or Wisdom checks 
  if the animal has no ranks in Survival) to provide food 
  for others or lead them to water and shelter (as the “get 
  along in the wild” use of the Survival skill). An animal 
  with this trick may use the aid another action to assist 
  Survival checks made by its handler for these purposes.
  Perform (DC 15) The animal performs a variety of 
  simple tricks, such as sitting up, rolling over, roaring or 
  barking, and so on.
  Maneuver (DC 20) The animal is trained to use a 
  specific combat maneuver on command. An animal 
  must know the attack trick before it can be taught 
  the maneuver trick, and it only performs maneuvers 
  against targets it would normally attack. This trick can 
  be taught to an animal multiple times. Each time it is 
  taught, the animal can be commanded to use a different 
  combat maneuver.
  Menace (DC 20) A menacing animal attempts to 
  keep a creature you indicate from moving. It does its 
  best to intimidate the target, but only attacks if the 
  target attempts to move from its present location or take 
  any significant action (particularly a hostile-seeming 
  one). As soon as the target stops moving, the animal 
  ceases attacking, but continues to menace.
  Seek (DC 15) The animal moves into an area and 
  looks around for anything that is obviously alive or 
  animate.
  Serve (DC 15) An animal with this trick willingly 
  takes orders from a creature you designate. If the 
  creature you tell the animal to serve knows what tricks 
  the animal has, it can instruct the animal to perform 
  these tricks using your Survival bonus on the check 
  
  46
  instead of its own. The animal treats the designated 
  ally as friendly. An animal can unlearn this trick with 1 
  week of training. This trick can be taught to an animal 
  multiple times. Each time it is taught, the animal can 
  serve an additional creature you designate.
  Sneak (DC 15) The animal can be ordered to make 
  Stealth checks in order to stay hidden and to continue 
  using Stealth even when circumstances or its natural 
  instincts would normally cause it to abandon secrecy.
  Stay (DC 15) The animal stays in place, waiting for 
  you to return. It does not challenge other creatures that 
  come by, though it still defends itself if it needs to.
  Track (DC 20) The animal tracks the scent presented 
  to it. (This requires the animal to have the scent ability)
  Throw Rider (DC 15) The animal can attempt to 
  fling a creature riding it to the ground. Treat this as 
  a trip combat maneuver that applies to all creatures 
  riding the animal, and that does not provoke attacks 
  of opportunity. An animal that knows the throw rider 
  and exclusive tricks can be instructed to attempt to 
  automatically throw anyone other than its trainer who 
  attempts to ride it.
  Watch (DC 15) The animal can be commanded to 
  keep watch over a particular area, such as a campsite, 
  and raise an alarm if it notices any sizable or dangerous 
  creature entering the area. This trick is often included in 
  the Guarding purpose.
  Work (DC 15) The animal pulls or pushes a medium 
  or heavy load.
  Start Your Space adventureS 
  right with Fat goblin gameS!
  CosmiC odyssey: serviCe bots And synthetiC 
  ComPAnions
  Cosmic Odyssey is a line of Starfinder Roleplaying Game compatible 
  products designed to give you, as both a player and as a gamemaster, 
  all the tools you need to fully explore a classic motif of science fiction 
  with new character options, equipment, and vessels, as well as a 
  location and NPCs. Designed to be dropped into your existing game, or 
  to serve as a starting point for your adventures, each Cosmic Odyssey 
  is ready-made for action. In Service Bots & Synthetic Companions, 
  we bring you all the rules you need for building your very own robot 
  pal as well as several pre-made Service Bots, or SBs. These synthetic 
  companions exist in a space outside the fully-autonomous android race 
  and the advanced machine companions of the mechanic class’s drones. 
  Instead, our SBs are robotic companions for everyone (that can afford 
  them). And, rather than just generic rules, an entire corporate world of 
  competing manufacturers with different goals and ideals — as well as 
  of course designs — is presented to provide gamemasters with a rich 
  tapestry of backdrops and plot hooks, as well as to give players more 
  flavorful companions then just a string of letters and numbers for their 
  robotic buddies.
  
  47
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; 
  Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: 
  Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, 
  Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen 
  K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim 
  Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen 
  K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors: 
  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. 
  Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin 
  Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley 
  Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick 
  Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, 
  Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen 
  Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 5. © 2015, Paizo Inc.; Authors: Dennis Baker, 
  Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin 
  Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James 
  Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen 
  Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David 
  Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; 
  Author: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, 
  Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito 
  Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard 
  Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike 
  Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn 
  Woodruff.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis 
  Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. 
  Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen 
  Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork 
  Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; based on original content from TSR.
  Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, 
  Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy Bauer, 
  John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, 
  Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder: First Contact © 2017, Paizo Inc; Authors: John Compton, Jason
  Keeley, Robert G. McCreary, and James L. Sutter.
  8-Bit Adventures: Space Bounty Hunters © 2017, Fat Goblin Games; Author: Ben 
  Dowell
  
  48
  SPACE
  BOUNTY HUNTER
  8- b i t A d v e n t u r e s
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/8-Bit Adventures - Space Bounty Hunters.pdf