TEXT: BY CHRISTOPHER WASKO
  FATE OF THE SCOURED GOD
  STARFINDER SOCIETY SCENARIO #2–00, TIER 1–12
  YEAR OF A THOUSAND BITES
  
  Starfinder Society Scenario #2–00: Fate of the 
  Scoured God is a Starfinder Society Scenario 
  designed for 1st- through 12th-level characters 
  (Tier 1–12; Subtiers 1–2, 3–4, 5–6, 7–8, 9–10, and 
  11–12). This scenario is designed for play in the 
  Starfinder Society Roleplaying Guild campaign, 
  but it can easily be adapted for use with any 
  world. For more information on the Roleplaying 
  Guild, how to read the attached Chronicle sheets, 
  and how to find games in your area, check out the 
  campaign’s home page at StarfinderSociety.club.
  HOW TO PLAY
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the 
  Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, 
  registered trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, 
  names, titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue, 
  locations, plots, storylines, trade dress, the historical period called the Gap, the terms kishalee, sivv, 
  skyfire, Dreamer (the official Open Game Content term for which is “dreaming barathu”), and the Drift 
  (the official Open Game Content term for which is “hyperspace”). (Elements that have previously been 
  designated as Open Game Content, or are exclusively derived from previous Open Game Content, or 
  that are in the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game 
  mechanics of this Paizo game product are Open Game Content, as defined in the Open Game License 
  version 1.0a, Section 1(d). No portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission.
  Starfinder Society Scenario #2–00: Fate of the Scoured God © 2019, Paizo Inc. Paizo, the Paizo 
  golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo 
  are registered trademarks of Paizo Inc.; the Pathfinder P logo, Pathfinder Accessories, Pathfinder 
  Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder Adventure Path, Pathfinder 
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  Pathfinder Flip-Tiles, Pathfinder Legends, Pathfinder Pawns, Pathfinder Roleplaying Game, 
  Pathfinder Tales, Pathfinder World Guide, Starfinder Adventure Path, Starfinder Combat Pad, 
  Starfinder Flip-Mat, Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society are 
  trademarks of Paizo Inc.
  GM ResouRces
  Fate of the Scoured God makes use of the Starfinder Core Rulebook, Starfinder Alien Archive 
  (AA), Starfinder Alien Archive 2 (AA2), Starfinder Armory (AR), and Starfinder Pact Worlds (PW). 
  This adventure assumes the GM has access to these sourcebooks. All rules referenced in this 
  adventure are available in the free online Starfinder Reference Document at sfrd.info and the 
  relevant rules from the Alien Archive volumes and Pact Worlds are reprinted at the back of the 
  adventure for the GM’s convenience.
  Table of Contents
  Fate of the Scoured God                     3
  Chronicle Sheet                              92
  Appendixes                                  51
  Maps                                          89
  Handouts                                     49
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags, see Chapter 1 of the Starfinder Society Roleplaying Guild Guide.
  Author • Christopher Wasko
  Development Lead • Thurston Hillman
  Contributing Artists • Graey Erb, Tawny Fritz, 
  Miroslav Petrov, and Sebastian Rodriguez
  Cartographers • Jason Engle, Robert Lazzaretti, and 
  Damien Mammoliti
  Creative Directors • James Jacobs, Robert G. McCreary, and 
  Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and Amanda Hamon
  Organized Play Lead Developer • John Compton 
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Patrick Renie, Michael Sayre, 
  Chris S. Sims, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Lyz Liddell
  Editors • James Case, Leo Glass, Adrian Ng, Lacy Pellazar, 
  and Jason Tondro 
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Chief Technical Officer • Vic Wertz
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Licensing Manager • Glenn Elliott
  Public Relations Manager • Aaron Shanks
  Organized Play Manager • Tonya Woldridge
  Human Resources Generalist • Angi Hodgson
  Data Entry Clerk • B. Scott Keim
  Director of Technology • Raimi Kong
  Web Production Manager • Chris Lambertz
  Senior Software Developer • Gary Teter 
  Customer Service Team • Katina Davis, Virginia Jordan,  
  Sara Marie, Samantha Phelan, and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Will Chase, 
  Mika Hawkins, Heather Payne, Jeff Strand, and  
  Kevin Underwood
  Website Team • Brian Bauman, Robert Brandenburg, 
  Whitney Chatterjee, Erik Keith, Josh Thornton, and 
  Andrew White
  ExclusivE
  Faction (sEcond sEEkErs [Jadnura])
  Faction (sEcond sEEkErs [luwazi ElsEbo])
  rEpEatablE (tiEr 1–4, tiEr 5–8, tiEr 9–12)
  starship
  
  T
  hanks to the efforts of nominated First Seeker Luwazi 
  Elsebo (NG female human envoy), the Starfinder Society 
  staged a daring rescue of its many agents stranded in 
  the Scoured Stars system by the mysterious Godshield. Countless 
  resources were salvaged and hundreds of Starfinders returned 
  home, including cornerstones of the Society’s acting leadership, 
  such as First Seeker Jadnura (LN male kasatha solarian) and the 
  previous Dataphiles faction leader, Historia-6. What should have 
  been a rousing triumph for the Society, however, was cut short 
  by an attack from an armada of unknown starships piloted by 
  unknown aggressors soon to be identified as jinsuls. The jinsul 
  fleet violently repelled the Starfinder rescuers from the trinary star 
  system, claiming to be the region’s rightful inheritors. 
  In the wake of this disruptive development, the Society set to 
  work learning about these new adversaries and their connection to 
  the Scoured Stars. Diligent research revealed that the jinsuls were 
  one of the eight civilizations that fled the Scoured Stars ages ago, 
  eager to explore the universe they had been isolated from. When 
  the god of the Scoured Stars, an enigmatic deity named Kadrical, 
  released his divine beacons—relics known as Tears—to call back 
  his departed subjects, the jinsul leaders who discovered the Tear 
  sent to them hastily cracked their artifact open and consumed 
  its contents, achieving an immortal state and coalescing their 
  squabbling people into a daunting fighting force. This decision 
  backfired when one of Kadrical’s divine heralds, a prophet named 
  Dhurus (LE unique outsider), arrived at the jinsuls’ adopted 
  home world of Rax. Horrified at the blasphemy the jinsuls had 
  committed to Kadrical’s artifact, Dhurus led a bloody insurrection 
  against the jinsul warrior-heroes, exacerbating the jinsuls’ culture 
  of aggression, xenophobia, and religious fanaticism to unite their 
  expanded military behind a singular goal: returning the scattered 
  peoples of the Scoured Stars to Kadrical’s embrace and assuming 
  their rightful status as their god’s favored subjects. 
  Upon successfully expelling the Starfinders from their 
  ancestral home, the jinsul armada reclaimed the entire system, 
  converting many of its planets into cogs for their war machine. 
  Their initial efforts to consolidate power beyond the trinary 
  star system have been frustrated by both tenacious Starfinder 
  operations and the resilience of other original Scoured Stars 
  denizens, most notably the Kreiholm Freehold, which boasts an 
  impressive fleet of its own. These setbacks, however, failed to 
  Fate of the Scoured God takes place in the Scoured Stars, 
  a trinary solar system in the Vast. The Scoured Stars, its 
  eight progenitor races, and the slumbering god contained 
  within its space have been the focus of the Starfinder 
  Society’s studies for several years. More history on 
  Dhurus, the Scoured Stars, and some of its inhabitants can 
  be found in Starfinder Society Scenarios #1–11: In Pursuit 
  of the Scoured Past, #1–13: On the Trail of History, #1–17: 
  Reclaiming the Time-Lost Tear, #1–23: Return to Sender,  
  #1–29: Honorbound Emissaries, #1–31: Treading History’s 
  Folly, #1–34 Heart of the Foe, #1–39: The Herald’s War, and 
  #1–99: The Scoured Stars Invasion.
  WHERE IN THE 
  UNIVERSE?
  stymie the overall jinsul menace: an almost fully regrouped army 
  with the resources and impetus to threaten all neighboring space, 
  and even the distant Pact Worlds.
  Recognizing the scope of the danger before them, the Starfinder 
  Society’s two active First Seekers, Jadnura and Luwazi Elsebo, 
  joined forces to accomplish the only thing that could possibly 
  stop the imminent threat: rally whatever allies and resources the 
  Society has, enter the Scoured Stars once more, and crush the 
  jinsul leadership before it’s too late. They found support among 
  their friends in the Kreiholm Freehold and select agents from 
  notable Pact Worlds organizations, inadvertently stumbling 
  upon an invaluable asset: the mysterious android known as 
  Iteration-177, revealed to be a second herald of Kadrical, like 
  Dhurus. Recognizing Dhurus’s potentially apocalyptic endgame—
  either rousing Kadrical from slumber or stealing his divine 
  essence and using it to lead the jinsuls to victory—Iteration-177 
  agreed to help the Starfinders set his patron to back to slumber 
  and disperse the hostile jinsuls for good. The combined Society 
  force completes its preparations just as Dhurus readies his army 
  for the inevitable Starfinder assault, the last thing that could 
  feasibly stop him from taking Kadrical’s immense power for itself. 
  BY CHRISTOPHER WASKO
  FATE OF THE 
  SCOURED GOD
  
  STARFINDER SOCIETY SCENARIO
  4
  SUMMARY
  The PCs begin by preparing to support the Society’s paramilitary 
  action, conferring with their leaders and calling upon previous 
  encounters with the jinsuls to better inform their mission planning. 
  Completing preparations, the Starfinder fleet traverses the Drift 
  and enters the Scoured Stars system, which is now firmly under 
  jinsul control. The Society’s two First Seekers send reconnaissance 
  teams to learn about the jinsuls’ operations, including investigating 
  their troop formations, penetrating their communications array, 
  following up on their strikes against Starfinder vessels, pursuing 
  a counterintelligence starship, and interrogating a jinsul captive. 
  As the Society collects more intelligence, the Starfinders identify 
  several strategic locations that warrant further attention, allowing 
  them to focus their attacks and weaken the jinsuls’ grip on the 
  Scoured Stars. During these targeted strikes, the PCs can attack 
  jinsul officers, supply routes, or fortresses, or they can secure their 
  own defenses by protecting a vital scanning facility or stopping a 
  traitor. These victories grant an advantage for the Starfinders and 
  put the jinsuls on the defensive.
  Following these defeats, the jinsuls retreat to Bastiar-5, where 
  Dhurus works to unlock Kadrical’s divinity and complete his last 
  ditch effort for victory. In the planet’s orbit, the remaining jinsul 
  armada engages the Starfinder fleet, which is spearheaded by the 
  newly refurbished Master of Stars. The PCs must either pierce the 
  jinsul fleet to get to the planet quickly, or help the Master of Stars 
  eradicate the remaining orbital defenses. Either choice results in a 
  final ground assault by the Starfinders to contain Kadrical’s power 
  and dispatch the aggressive herald. Depending on the table’s 
  subtier, this final incursion might entail conversing with Kadrical’s 
  waking consciousness and battling corporeal manifestations of 
  his nightmares, engaging monsters spawned from Dhurus’s blood, 
  or clashing with Dhurus itself—all the while facing waves of elite 
  infantry and jinsul hierocrats. Ultimately, the Society overcomes 
  Dhurus, scattering the Jinsul Hierocracy and restoring peace to the 
  Scoured Stars. 
  RUNNING THE EVENT
  Fate of the Scoured God is an interactive special 
  event intended to accommodate multiple tables 
  of play (from 3 tables up to 150+ tables). 
  To facilitate a more cohesive process for 
  seating players at larger events, the player 
  mustering phase is built into the scenario’s 
  introduction. There is no requirement 
  to have everyone seated before the 
  introduction begins, and table GMs 
  should be ready to start as soon 
  as four or more players have been 
  seated at the table. Because of the 
  nature of mustering, there may be a 
  situation where players need to be 
  moved from one table to another 
  to achieve minimum numbers or 
  RUNNING THIS 
  ADVENTURE
  Fate of the Scoured God has both the Exclusive and 
  Repeatable tags. Both of these tags have special rules as 
  part of this scenario.
  Exclusive: This scenario is an exclusive event from its 
  release to June 10, 2020. This means that it can be run 
  only by preapproved events that meet the minimum table 
  requirements and have received dispensation to run this 
  adventure as part of an event. After June 10, 2020, this 
  scenario can be run at any event, assuming those events 
  meet the three-table minimum requirement.
  Repeatable: Unlike other scenarios with the Repeatable 
  tag, this scenario can only be played once per tier range. A 
  single character can play this scenario only once, though a 
  player could use different characters could be used to play 
  the remaining two tier ranges. The tier ranges available 
  to play in this scenario are as 
  follows.
  • Tier 1–4 (Low-Tier)
  • Tier 5–8 (Mid-Tier)
  • Tier 9–12 (High-
  Tier)
  Jinsul
  
  FATE OF THE SCOURED GOD
  5
  table balance. If players whose tables are already underway are 
  asked to move, the Table GMs should encourage them to bring 
  along any information they might have discovered at their initial 
  table and share it with their new table. 
  GLOSSARY OF TERMS
  Fate of the Scoured God uses several terms unique to the Starfinder 
  Society Special format as listed below. Each participant’s role in the 
  event is outlined under their respective entry.
  APL: This term indicates the Average Party Level for a 
  participating table.
  House: This term refers to all the PCs participating in the 
  adventure across all subtiers. 
  HQ Staff: These are support personnel who tabulate results and 
  handle player table assignments at the 
  beginning of the event. Members 
  of the HQ Staff are responsible 
  for managing the results of table 
  actions during the event.
  Part: This event is broken into four 
  separate segments. Each individual table 
  can move through the encounters at its own 
  pace, but the entire House starts and ends 
  each part simultaneously to ensure the stage of 
  play remains synchronized across the entire House. 
  Missions started in Part 1 are still available in Part 2, 
  and the mission in Part 3 can still be resolved as the 
  House proceeds to Part 4, but there is a hard cut-off point 
  between Part 2 and Part 3, when all ongoing missions end and 
  the House proceeds to the two-part conclusion of the adventure. 
  Overseer GM: This unique Game Master manages the timing, 
  scoring, and flow of the event. In addition, they manage the 
  movement and presentation of the fleets (see page 6), makes 
  announcements about the amount of time remaining and events 
  that affect the entire House, as well as presenting the opening and 
  closing scenes for the adventure. The Overseer GM should have 
  some means of signaling to the entire room, especially the Table 
  GMs, who are her liaisons to the players. This may be a bell or 
  other auditory signal that can cut through the din of a room full of 
  excited players, or it could be a visual signal like a flashing light or 
  waving flag. The Overseer GM should inform all Table GMs what 
  this signal is prior to the event’s start and ensure that they are all 
  positioned to be able to see or hear it during the event.
  Table GMs: Each of these Game Masters manages a single table 
  of players. Tables are run exactly like one would run a standard 
  Starfinder Society table, with the following exceptions: Table GMs 
  must follow the timing of the event as set by the Overseer GM. 
  Whenever the Overseer GM announces the end of a part, that 
  part is finished for all tables, and the Table GMs must follow the 
  instructions for getting the PCs to the next part in the scenario. 
  If a Table GM’s group finishes all available encounters before the 
  Overseer GM calls time, the Table GM must notify the Overseer 
  GM. Every Table GM should make a special note of their table’s APL 
  (see above), as calculated in the Starfinder Society Roleplaying Guild 
  Guide. In addition to the Table GM determining the appropriate 
  subtier to use for each encounter, the adventure sometimes uses 
  the table’s APL to determine how much damage an effect deals to 
  the PCs. 
  Runner: For smaller events (30 tables or fewer), each table 
  should nominate one player to be a Runner. These players are 
  responsible for delivering notes from their Table GMs to the HQ 
  Staff and vice versa. 
  Courier: For larger events, the HQ Staff will need to provide 
  some extra volunteers called Couriers to wander among the tables 
  and collect notes that report successes from the various tables.
  Jadnura
  
  STARFINDER SOCIETY SCENARIO
  6
  SKILLS AND SAVES
  The Difficulty Class of many of this adventure’s skill checks and 
  saving throws varies by subtier. Each such check is defined as 
  Easy, Average, or Hard. The corresponding DC for each of these 
  checks in a given Subtier appears in the table below.
  SKILL CHECK DCS
  Subtier  
  Easy 
  Average 
  Hard
  1–2 
  12 
  15 
  18
  3–4 
  14 
  17 
  20
  5–6 
  16 
  20 
  24
  7–8 
  18 
  23 
  28
  9–10 
  21 
  26 
  31
  11–12 
  24 
  29 
  34
  SAVING THROW DCS
  Subtier  
  Easy 
  Average 
  Hard
  1–2 
  10 
  11 
  13
  3–4 
  11 
  13 
  15
  5–6 
  12 
  14 
  16
  7–8 
  14 
  16 
  18
  9–10 
  15 
  17 
  19
  11–12 
  16 
  19 
  22
  AID TOKENS
  During the event, it’s possible for characters at one table to assist 
  those at another with Aid Tokens. Each Aid Token represents the 
  actions of allied Starfinder agents who arrive to momentarily assist 
  the PCs. The House should begin with a number of Aid Tokes 
  equal to one-third (1/3) the number of tables, which the Overseer 
  GM should distribute to tables at random before beginning. An 
  Aid Token and rules on how to use Aid Tokens can be found on 
  Handout #1 on page 49, which the Overseer GM can print for use. 
  Note that players in the same location as the Starfinder fleet can 
  freely boost Aid Tokens for passing or their own use. 
  FLEETS
  Fate of the Scoured God features a special status that dynamically 
  changes throughout the adventure: the warring Starfinder 
  and jinsul fleets. The Overseer GM should provide a means 
  of projecting the locations of the fleets to the House, such 
  as a poster-sized map of the Scoured Stars (see page 89) with 
  different pushpin markers to represent each fleet (for smaller 
  events), or large overhead projections displaying each fleet’s 
  location (for larger events). At the start of the event, the Overseer 
  GM randomly determines the starting locations of each fleet 
  from the five encounter areas in Part 1, then actively adjusts 
  each fleet’s location based on incoming success results from the 
  House. The Starfinder fleet automatically moves to the location 
  with the most successes reported that has not yet been closed, 
  favoring Part 2 locations over Part 1 locations. The jinsul fleet 
  automatically moves to the most recently unlocked open Part 2 
  location, or (if no Part 2 locations are open or unlocked yet) the 
  Part 1 location with the fewest successes reported. The fleets’ 
  effects can overlap if they converge on the same location.
  Each fleet provides air support for its allies in its location, 
  perpetually granting them either covering fire for combat 
  encounters or a +2 bonus to gunnery checks in locations with 
  starship combat encounters. Due to their familiarity with jinsul 
  starships, any PC with the First Skirmish boon slotted as a Social 
  boon ignores any covering fire benefit granted to enemies by the 
  jinsul fleet. PCs in the Starfinder fleet’s location can automatically 
  boost and pass an Aid Token without consuming any resources 
  or needing to succeed on a check. Alternatively, if they use an 
  unboosted Aid Token in the Starfinder fleet’s location for any 
  benefit that does not require a boost to use, they still gain the 
  boosted effect. PCs in the location occupied by the jinsul fleet 
  must overcome additional challenges detailed in the encounter’s 
  description as the jinsul army converges on the location. 
  When Part 3 begins, both fleets immediately move to Bastiar-5 
  and provide their benefits in the resulting starship encounter. How 
  the fleets affect Part 4 depends on the condition declared by the 
  Overseer GM when Part 4 becomes unlocked and thereafter, which 
  may change if the House reports a sufficient number of successes 
  in Part 3 to alter the status. 
  TIMELINE
  Fate of the Scoured God is designed to take less than 5 hours, 
  including a modest amount of time for mustering and setup. 
  Parts 1 and 2 are intended to fluidly transition into one another, 
  as are Parts 3 and 4; when the House transitions between these 
  respective parts, individual tables may continue their ongoing 
  missions in previous parts. As such, the following timeline is 
  a guideline rather than a set of hard time limits. The only hard 
  cutoff occurs between Part 2 and Part 3, when the House begins 
  the final set of encounters. Part 3 should begin once the House 
  has had approximately 150 minutes to complete Parts 1 and 2, or 
  when all five Part 2 missions are completed. 
  Introduction: 15 minutes (or longer, if mustering requires).
  Parts 1 and 2: 150 minutes.
  Part 3: 45 minutes.
  Part 4: 75 minutes.
  STARTING THE EVENT
  As the event begins, players have approximately 15 minutes for 
  mustering, during which the players may introduce themselves 
  and learn a bit about their mission and adversaries. The HQ Staff 
  should ensure that everyone is properly seated as quickly and 
  orderly as possible.
  As mustering begins, the Overseer GM, speaking as First Seeker 
  Luwazi Elsebo addressing the Starfinder fleet, reads the following.
  “Starfinders, after two years of hardship following our 
  devastating first foray into the Scoured Stars, we now stand 
  taller than ever and are back to fighting form. Today, new 
  recruits rally beside experienced agents and rescued veterans, 
  
  FATE OF THE SCOURED GOD
  7
  coming together to form the most resourceful, prepared, and 
  skilled organization the Pact Worlds have ever known. This 
  newfound strength comes not a moment too soon, for the threat 
  within the Scoured Stars is unlike any we’ve ever faced: a hostile 
  military force known as the jinsuls, committed to our complete 
  destruction. Stopping the Jinsul Hierocracy will challenge us 
  more than anything we’ve done before, but what I’ve seen from 
  our agents these past two years assures me that we are more 
  than up to the task! Your orders will arrive shortly; for now, 
  gather your equipment, finish your preparations, and send any 
  messages you wish before we reach the Scoured Stars.”
  If a projector or other large screen is available, the message 
  above should also be posted for players to see as they move 
  around the room.
  INTRODUCTION
  During the introduction portion of the adventure, Society 
  leadership recruits the PCs to help prepare their fleet for the 
  impending conflict with the jinsuls. As players arrive at the table 
  and get ready for the event, Table GMs should read the following 
  to orient them. 
  Hundreds of Starfinder agents hustle throughout the loading 
  docks aboard the ever-impressive and newly refurbished 
  Master of Stars, the pinnacle of the Starfinder fleet. Junior 
  agents hastily pack every docked starship with weapons, 
  armor, spare parts, and provisions, while technical staff runs 
  diagnostics on starship armaments and senior officers finalize 
  flight formations and supply routes. Many Starfinders’ faces are 
  dark with uncertainty, but the fiery resolve burns in their eyes. 
  Venture-Captain Arvin, a damaya lashunta man, emerges 
  from the shifting crowd of activity, his expression hard with 
  repressed concern. “It seems fate has made soldiers out of 
  explorers. We’ve always prepared our agents to navigate 
  danger and violence, but never anything like this. Still, there 
  isn’t another organization in the Pact Worlds that I would trust 
  more with this daunting task.” He pauses for a moment, then 
  shakes himself back to attention. “Right, much left to do! There 
  are still a few specialized tasks remaining that you might be able 
  to help us complete.”
  While players muster and find their seats, those already 
  assembled can introduce themselves and participate in the tasks 
  listed in the Preparations section below to help the fleet prepare 
  for the mission. PCs can also make purchases prior to launch, 
  although they can make additional purchases between missions 
  throughout Parts 1 and 2. 
  PCs should take this opportunity to slot boons. Table GMs should 
  advise PCs that there are several boons that they can slot them to 
  gain bonuses specific to this adventure. See the sidebar for details.
  PREPARATIONS
  PCs can attempt the following tasks in any order while the 
  House is mustering. For each task, the Table GM describes the 
  task, engages the PCs in some brief roleplaying (1–2 minutes), 
  and then prompts the PCs to each attempt one of the listed 
  skills for that task. Each task has three levels of success, with 
  levels 1 and 2 corresponding to the Average and Hard skill check 
  DCs, respectively. If the PCs share details of past adventures 
  (supported by matching Chronicle sheets) indicated as relevant to 
  the task, they automatically advance their success by one level, 
  allowing access to the level 3 success (which is unattainable 
  Several boons acquired from previous Starfinder Society 
  Scenarios earn PCs unique rewards if slotted during this 
  scenario. These are summarized here, and detailed in the 
  encounters listed.
  First Skirmish (Social or Starship): The PC recognizes 
  common jinsul tactics and starships, affording them greater 
  efficiency against the jinsul fleet or against specific starships 
  encountered in Part 2. This boon can be found in Starfinder 
  Society Scenario #1–13: On the Trail of History.
  High Society Influence (Iteration-177, Ally): Iteration-177 
  knows the PC for their tenacity, granting them a fragment 
  of power when they fall in Part 4. This boon can be found in 
  Starfinder Society Scenario #1–05: The First Mandate.
  Honorbound Allies (Starship): Captain Yuluzak, sharing 
  the Society’s disdain for the jinsuls following the attack on the 
  Kreiholm Freehold, joins the Starfinder fleet. He aids the PCs 
  against the jinsul armada in Part 3. This boon can be found in 
  Starfinder Society Scenario #1–04: Cries from the Drift.
  Iteration-177’s Attention (Ally): Iteration-177 vividly 
  remembers the PC’s memory and leverages it to help assist 
  them with containing Kadrical’s power in Part 4. This boon 
  can be found in Starfinder Society Scenario #1–11: In Pursuit 
  of the Scoured Past.
  Jinsul Witness (Personal): The PCs learned about the 
  jinsuls’ adopted world and the divine herald, Dhurus. This 
  boon is particularly important for the end of this scenario, 
  when the PCs have the potential to battle Dhurus in the 
  highest tiers. This boon can be found in Starfinder Society 
  Scenario #1–34: Heart of the Foe.
  Surviving Companion (Slotless): The PCs have an 
  unknown alien creature that accompanies them. This 
  creature can influence an encounter in this scenario with 
  its presence. This boon can be found in Starfinder Society 
  Scenario #1–23: Return to Sender.
  RELEVANT BOONS
  
  STARFINDER SOCIETY SCENARIO
  8
  via skill checks alone). The group receives the rewards that 
  correspond to their level of success as well as the applicable 
  results of the lower levels of success, though some higher-level 
  rewards simply replace lower-level rewards. PCs can attempt 
  the checks individually, or they can use the aid another action, 
  provided that the PCs are using the same skill. Unless otherwise 
  mentioned, using a reward gained from a preparatory task is a 
  free action. If a reward gives a bonus to a check or otherwise 
  affects a check, the PCs must declare the use of that reward 
  before rolling. These rewards apply to the group, and the group 
  must agree to use the bonus before a PC can gain the benefits. 
  Fitch (CN female ysoki technomancer), Celita (LN female 
  android mechanic), Iteration-177, Radaszam (N male vesk 
  operative), Venture-Captain Arvin (N male damaya lashunta 
  mystic), and Zigvigix (LG host shirren soldier) assign the tasks 
  detailed below. Later in the adventure, the PCs might also receive 
  briefings from Venture-Captain Naiaj (LN female bleachling 
  gnome envoy).  
  MASTER OF STARS TOUCH-UP
  Relevant Skills Engineering, Piloting, or Profession (electrician 
  or maintenance worker)
  Relevant Past Adventures any scenario featuring a  
  starship combat 
  TASK DETAIL
  Fitch, leader of the Wayfinders, walks the PCs to an airlock 
  leading out to some of the scaffolding on the ship’s exterior. 
  “It’s strange to not have my children aboard, but this is no 
  time to be bringing the young ones along. Last time, the 
  jinsul capital ships chased away our carriers. I’d love to see 
  how their flagship holds up against ours, but we’re still not 
  quite finished with renovations. Try to wrap up the finishing 
  touches on this gem of a ship— I want the last thing those 
  jinsuls see is just how brightly it shines.” 
  REWARDS
  Level 1 Fitch shows the PCs some of the inner workings of the 
  Master of Stars, which help the PCs better understand other 
  starships. Once during the adventure, the PCs can gain a +4  
  bonus to any non-gunnery skill check during a starship combat. 
  Level 2 When using the reward above, all the PCs’ non-
  gunnery skill checks made during the same round gain the 
  +4 bonus.
  Level 3 In place of the level 1 reward, the PCs can force the 
  crew of an enemy ship to take a –2 penalty to all non-
  gunnery skill checks made during the round. The use of 
  this ability must be declared at the start of the starship 
  combat round. 
  PRAYER AND REFLECTION
  Relevant Skills Culture, Mysticism, or Sense Motive
  Relevant Past Adventures any scenario featuring Iteration-177 
  or a noteworthy religious experience  
  TASK DETAIL
  Iteration-177, the enigmatic android, meets with the PCs in a 
  conference room, as charming as ever. “It appears I finally 
  get to participate in a famed Starfinder adventure! I suspect 
  you still have some desire to seek solace with the divine 
  before heading into battle? I too, know this desire. I’m more 
  than happy to converse, if you’d care to sit and chat.”
  REWARDS
  Level 1 The PCs gain significant insight into Iteration-177’s 
  understanding of the divine and share a portion of his 
  intuition. A PC can gain a +2 bonus to any one Mysticism, 
  Perception, or Sense Motive check within the Scoured Stars. 
  This allows the PC to count as being trained in Mysticism for 
  the duration of the adventure.
  Level 2 In place of the reward above, a PC can add a +1 bonus 
  to any one saving throw while within the Scoured Stars.
  Level 3 When using either reward above, the PC can double 
  the bonus.
  ROOKIE TRAINING
  Relevant Skills Bluff, Diplomacy, Intimidate, or Profession (any 
  relevant Profession skill)
  Relevant Past Adventures any scenario that required the PCs 
  to rescue or protect an NPC of interest
  TASK DETAIL
  Venture-Captain Arvin looks over a group of anxious recruits 
  in the mess hall. “Those green agents are not ready for a 
  battle against an organized foe. Sadly, they’re liabilities 
  when they’re frightened. Talk them through some of your 
  experiences, set them at ease, and help them prepare for 
  the challenges they’ll face ahead. We need them primed and 
  ready for combat if we’re going to win this.”
  REWARDS
  Level 1 The PCs improve their allies’ morale, making them more 
  reliable in combat. Once during the adventure, the group can 
  gain the benefit of aid another (+2 bonus) to all skill checks 
  for 1 round.
  Level 2 When using this reward, the benefit applies to both 
  skill checks and attack rolls.
  Level 3 In place of the level 1 reward once during the 
  adventure, when the table uses an Aid Token, they gain 
  two benefits instead of one. They cannot choose the same 
  effect twice.
  STARSHIP PRIMING
  Relevant Skills Computers, Physical Science, or Profession 
  (technician)
  Relevant Past Adventures any scenario that featured a species 
  descended from the Scoured Stars
  TASK DETAIL
  Celita, leader of the Dataphiles, feverishly works on the 
  mainframe in the command center of the Master of Stars. 
  “Greetings, I’m Celita of the Dataphiles. You may have 
  known me as Historia-7, though I’ve since stopped using 
  
  FATE OF THE SCOURED GOD
  9
  that name due to reasons we don’t have the time to discuss. 
  I think I’ve devised a way to artificially replicate the 
  resonance effects of the Tear relic to help our ships stay in 
  communication and traverse the Drift more precisely. I need 
  you to double-check my code for errors and then see if you 
  can shield the network from detection by jinsul sensors.”
  REWARDS
  Level 1 Pleased with the PCs’ review, Celita outfits the 
  Starfinder fleet with better weapons-tracking software for 
  targeting jinsul ships. Once during the adventure, the PCs 
  gain a +2 bonus to any one starship combat gunnery roll, 
  and that attack does not consume ammunition in the case of 
  a weapon with the limited fire property.
  Level 2 When using the reward above, all of the PCs’ gunnery 
  rolls during that round gain that benefit.
  Level 3 In place of the level 1 reward, a PC can select any 
  one successful starship weapon attack to count as critical 
  damage if it deals Hull Point damage, even if the die result 
  isn’t a natural 20.
  SUPPLY RUN
  Relevant Skills Athletics, Engineering, Medicine, or Perception
  Relevant Past Adventures any scenario with a mission 
  predicated on a magical or technological item or resource  
  TASK DETAIL
  Zigvigix, leader of the Exo-Guardians, sits before an immense 
  cargo bay filled with crates of supplies. “They say an army 
  marches on its stomach, but it also fights with guns and 
  ammo! Can you take a look at all our gear to make sure it 
  works and then load it onto the ships? Just try to keep the 
  explosives separated from the food, please. We don’t want 
  to have that mistake happen again!”
  REWARDS
  Level 1 Zigvigix grants the PCs priority access to some 
  Starfinder Society equipment. Once during the adventure, 
  each PC can requisition a weapon with an item level up to 
  the PC’s level for the duration of one mission. The group 
  must use this ability prior to starting a new encounter, and 
  this ability cannot be used during Part 4. The weapon comes 
  with a full battery or magazine. 
  Level 2 In addition to the reward above, the PCs can also 
  requisition a single consumable item with an item level up to 
  the PC’s level. These consumables cannot have permanent 
  effects, and PCs who don’t use them during the course of the 
  scenario must return them at the end of the adventure.
  Level 3 When using the level 1 reward, the weapon can have 
  an item level up to the PC’s level + 1.
  TACTICAL PREPARATIONS
  Relevant Skills Culture, Life Science, Mysticism, or Survival
  Relevant Past Adventures Any scenario featuring combat with 
  an organized, hostile alien force.  
  TASK DETAIL
  Radaszam, leader of the Acquisitives, overlooks a large 
  holographic map of the Scoured Stars system, overlaid 
  with smaller, more detailed maps of terrain on specific 
  planets. “I don’t know about you, but I’m keen to take this 
  fight to the jinsuls on their home turf. We have topographic 
  data collected from our last foray into the Scoured Stars, 
  plus some information on fighting styles our agents have 
  reported from past jinsul encounters. See if you can make 
  sense of it all and formulate a plan of attack.”
  REWARDS
  Level 1: The PCs assist overviewing the Society’s default plan 
  of engagement. The PCs can reroll any one skill check while 
  in the same location as a fleet.  
  Level 2: Once during the adventure, while in the same location 
  as a fleet, the PCs can instead activate this reward to gain a 
  +2 bonus to each of their initiative checks for that mission.
  Level 3: During a single encounter in the same location as the 
  jinsul fleet, the PCs can activate this reward to remove any 
  extra enemies or challenges provided by the jinsul fleet.
  THE JUMP
  As the introduction nears completion, the Overseer GM should 
  read the following transition text to exit the introductory phase 
  of the adventure. 
  As preparations wind down, a stillness settles over the crowd 
  of Starfinders gathered on the command deck of the Master of 
  Stars. First Seeker Jadnura, flanked by nominated First Seeker 
  Luwazi Elsebo and the android Iteration-177, steps forward to 
  an elevated captain’s platform and looks out over the assembled 
  agents. Jadnura’s resonant voice carries across the assembly. 
  “Starfinders! Today we gather not merely as explorers and 
  scholars, but as defenders of the galaxy. Ever since the jinsuls 
  ambushed our rescue mission into the Scoured Stars, they have 
  assailed us and our allies at every turn. The danger the jinsuls 
  present to our friends and homes cannot be ignored. We now 
  know that they intend to awaken the divine being responsible 
  for trapping our first expedition into the Scoured Stars. We 
  know that this scheme threatens not only the Scoured Stars but 
  all the space surrounding it. This leaves us with one mission: 
  break the jinsul fleet and drive them from the Scoured Stars, 
  putting an end to their depredations once and for all. Today we 
  march to war!”
  The Starfinders disperse to their ships and launch into orbit, 
  assembling into either tactical strike formations or vanguards 
  surrounding the larger vessels. The fleet’s synchronized screens 
  flash to life, showing Luwazi Elsebo from her own command 
  station. “We are ready to approach the Scoured Stars system 
  from the outer orbit of the Agillae system’s star. The majority of 
  our fleet will stay together to protect our supplies and support 
  our ground troops, while our field agents are to scout the 
  system and find the most strategic places to engage the jinsuls. 
  Kadrical’s divine herald, Dhurus, is the head of the snake: find 
  
  STARFINDER SOCIETY SCENARIO
  10
  where he is hiding so we can direct our full forces against him. 
  Once we close in on him, we can face down Dhurus on equal 
  footing and end this conflict.”
  Luwazi nods to the camera. “Stick together, support each 
  other, and stay the course. We live or die as one today. Good 
  luck, Starfinders. Fleet—activate Drift engines now!” The screen 
  shuts off, and each formation of starships surges forward as a 
  unit, vanishing into the Drift.
  This text alerts Table GMs and players that they should 
  conclude the introduction’s preparation encounters and get 
  settled for the briefing. After the room is quiet and ready, the 
  Overseer GM reads the following aloud to transition to Part 1. 
  The Starfinder fleet emerges from the Drift as a single force, 
  the three suns of the Scoured Stars burning brightly against the 
  surrounding void. Moments later, onboard computers ping with 
  streams of incoming data detailing nearby jinsul ships, planets 
  with concentrated industrial activity, and further commands 
  from the First Seekers. Several files emerge on the captains’ 
  screens: briefings of locations where field agents could find 
  useful information about how best to target the jinsul fleet’s 
  weak points. 
  Table GMs, Part 1 has started.
  PART 1: SURVEILLANCE
  The Starfinder fleet has identified five locations likely to hold 
  intelligence about weak spots in the jinsul army’s deployment. In 
  Part 1, the Starfinders investigate these locations and report their 
  secrets back to their commanders.
  TABLE GM INSTRUCTIONS
  During this part of the adventure, each table can choose from 
  one of five scout missions. Each mission takes place in a different 
  part of the Scoured Stars and requires different types of skills and 
  combat abilities. The PCs can attempt the missions in any order; 
  distribute Handout #2 (see page 50), which assists the players in 
  choosing and keeping track of these missions. Inform the players 
  that they should consider starting with those that best match 
  their PCs’ abilities, while keeping in mind the locations and effects 
  of the Starfinder and jinsul fleets displayed by the Overseer GM. 
  The Overseer GM reports when a particular mission’s objectives 
  are complete; when this happens, no other groups can begin 
  that mission. However, those groups currently performing that 
  mission can finish it; when reporting the success of a closed 
  mission to HQ Staff, the group should choose one other active 
  scout mission to receive the credit.
  Interplanetary Travel: Celita has equipped the Starfinder fleet 
  with a code that allows its starships’ Drift engines to replicate the 
  mystical resonance effects of the Tear relic from their previous 
  mission into the Scoured Stars. The widespread network of 
  starships allows individual ships to make short jumps through the 
  Drift in a matter of hours. Assume that completing a mission and 
  traveling to the next location (including a new encounter in the 
  same location, if applicable) takes 1d4 hours. Taking a 10-minute 
  break to rest and regain Stamina Points is always possible between 
  the missions while the PCs are traveling from one location to 
  another. In addition the Overseer GM announcements are relayed 
  at near instantaneous speeds across the entire system.
  Reporting Successes: During Part 1, it is important to report 
  each successfully completed mission to HQ Staff and to indicate 
  which of the five missions it was. At larger events, this can be 
  relayed by raising a hand and displaying a number of fingers 
  corresponding to the associated mission.
  ANNOUNCED CONDITIONS
  There is one condition that the Overseer GM might announce if 
  Luwazi 
  Elsebo
  
  FATE OF THE SCOURED GOD
  11
  the Starfinders complete all Part 1 missions.
  Change of Guard: When the Overseer GM announces that the 
  Change of Guard condition is in effect, the Starfinders afford each 
  other some rest by covering shifts. Once during the adventure, the 
  group can take an 8-hour rest between missions prior to Part 3.
  OVERSEER GM INSTRUCTIONS
  During Part 1, the Overseer GM manages the reactive movement 
  of the fleets and tallies the number and type of each success 
  reported. When the House accumulates the requisite number of 
  successes for a particular mission, the Overseer GM announces 
  that the mission is completed (see the respective missions’ 
  announcements below); this immediately unlocks access to the 
  Part 2 mission of the same number, allowing Parts 1 and 2 to flow 
  between one another before the hard cutoff that initiates Part 3. 
  Tables currently completing a mission that becomes closed can 
  finish the encounter, their success instead going to an Overseer 
  determined open scout mission. Once the House reports a number 
  of successes for a mission equal to two-thirds (2/3) the number 
  of tables, that mission is complete. Furthermore, once the House 
  completes all five scout missions, the PCs can rest longer (see 
  Change of Guard above).
  When the Ground Force Intel mission (scout mission 1) is 
  completed, read the following aloud.
  Starfinder agents have compiled reports detailing jinsul ground 
  troop formations from a base camp on Agillae-2. Our strategists 
  have devised a way to safely air-drop agents behind enemy lines 
  in order to disrupt the jinsul infantry’s leadership. Given the 
  high concentration of jinsul battalions on Bastiar-6, that seems 
  the ideal place to strike.
  Table GMs, the Ground Force Intel mission is closed, and the 
  Paratrooper Strike mission in Part 2 is now unlocked.
  When the Data Theft mission (scout mission 2) is completed, 
  read the following aloud.
  Starfinder hackers have recovered navigation routes for 
  supply lines from a jinsul data center on Agillae-4. Using this 
  information, we have identified vulnerable courier routes in 
  the space surrounding Bastiar-6. The First Seekers need some 
  skilled starship crews to choke the jinsuls’ resource pipelines.
  Table GMs, the Data Theft mission is closed, and the Sever 
  Supply Line mission in Part 2 is now unlocked.
  When the Recovery Efforts mission (scout mission 3) is 
  completed, read the following aloud.
  Our salvagers managed to extract enemy strike coordinates 
  from some of our felled starships orbiting Agillae-5. It appears 
  the jinsuls’ plan to topple our long-range scanning towers on 
  Bastiar-8’s fourth moon, which feed us all our information 
  about their fleet movements in that system. We need stalwart 
  warriors to stop the attackers so our data can keep coming in. 
  Table GMs, the Recovery Efforts mission is closed, and the 
  Scanner Defense mission in Part 2 is now unlocked.
  When the Scout Hunt mission (scout mission 4) is completed, 
  read the following aloud.
  Our pilots captured a jinsul ship and traced its flight coordinates 
  to a secret command base hidden on Bastiar-3. The base 
  is well defended, but destroying it will disable the jinsuls’ 
  communications network. This mission calls for agents ready to 
  storm jinsul defenses to win us a crucial advantage.
  Table GMs, the Scout Hunt mission is closed, and the Trench 
  Assault mission in Part 2 is now unlocked.
  When the Captive Interview mission (scout mission 5) is 
  completed, read the following aloud.
  A jinsul captive revealed that we have a traitor in our midst! 
  A double-agent has been feeding sensitive information to the 
  jinsul data center on Agillae-4. We need Starfinders adept at 
  hunting fugitives to track this turncoat down and stop them 
  from leaking any other valuable data.
  Table GMs, the Captive Interview mission is closed, and the 
  Stop the Mole mission in Part 2 is now unlocked.
  When all five scout missions have been completed, read the 
  following aloud.
  Using the flood of crucial intelligence about the enemy, the 
  Starfinder leadership strategically divides responsibilities to 
  afford everyone some rest.
  Table GMs, the Change of Guard condition is now in effect.
  THE SCOURED STARS SYSTEM
  The Scoured Stars consists of three star systems, Agillae, Bastiar, 
  and Callion, all of which revolve around a common barycenter. 
  The missions throughout Fate of the Scoured God largely begin 
  in the Agillae and Callion systems, then converge in the Bastiar 
  system, the heart of the jinsul military operation.
  Agillae: Agillae is an orange dwarf star with five terrestrial 
  planets in the star’s habitable zone. Scout missions 1 through 3, 
  as well as action mission 5, take place in the Agillae system.
  Bastiar: The largest, brightest, and most massive of the three 
  stars, Bastiar is a yellow dwarf star with eight planets: five 
  terrestrial planets, a gas giant with more than three dozen moons, 
  and two ice giants. Action missions 1 through 4 take place in the 
  Bastiar system.
  Callion: The smallest of the three stars, Callion is a red 
  dwarf star with two small, tidally locked planets whose orbits 
  are synchronized so that they are always on opposite sides 
  of the star. Scout missions 4 and 5 take place in the space 
  
  STARFINDER SOCIETY SCENARIO
  12
  orbiting Callion.
  SCOUT MISSION 1: GROUND 
  FORCE INTEL
  Zigvigix, leader of the Exo-Guardians faction, briefs the PCs.
  Zigvigix, the shirren faction 
  leader of the Exo-Guardians, 
  points at a screen depicting a green 
  planet blemished by stretches of 
  brown and ashen land. “Our scans 
  show lots of jinsul activity here on 
  Agillae-2. The planet is habitable, 
  but it looks like the jinsuls stripped 
  most of the vegetation to fuel their 
  war industry. If I were a jinsul, I’d 
  use the cleared terrain to run formation 
  drills and test ground vehicles.” The 
  shirren’s antennae bounce with glee, 
  at odds with the seriousness of the 
  moment. “But of course, I’m not a 
  jinsul, so you’re going to see if I’m 
  right! I’ll scramble their sensors 
  long enough for you to sneak down 
  there, find whatever you can about 
  their troop organization, and get away 
  as fast as you can. Don’t attract too much 
  attention, or you might have to fight the 
  whole army by yourselves!”
  Zigvigix provides the PCs with coordinates to a clearing within 
  the remaining marshland where they can land their starship 
  without notice. From there, the PCs make their way westward on 
  foot to a massive jinsul war camp.
  SURVEYING THE ARMY
  As Zigvigix predicted, the jinsul camp is furiously active: infantry 
  platoons run battlefield-training exercises, engineers test-drive 
  various vehicles, and officers catalog artillery weapons and 
  other large armaments. The PCs can gather strategic intelligence 
  by spying on the camp and documenting the jinsuls’ tactics, 
  resources, and defensive measures. 
  Tasks: The following represent the most informative methods 
  of reconnaissance outside the camp. These tasks can be 
  completed in any order, and GMs can allow some leeway for 
  creative solutions using skills or resources not presented so 
  long as an appropriate skill check or consumption of resources 
  is involved. Each task takes about 10 minutes, and most tasks do 
  not allow support via the aid another action unless specifically 
  stated. PCs not attempting a task can take a 10-minute rest 
  instead. Failing any task means the perimeter patrol (see below) 
  arrives aware of that PC’s presence. A PC who attempts the same 
  task multiple times between encounters with patrols gains a +4 
  insight bonus to the check per previous attempt at the same task.
  Closer Look: A PC can attempt a Hard Stealth check to creep 
  closer and identify markers of jinsul officers. If the PC fails at the 
  check, they must succeed at an Average Reflex save or begin the 
  encounter at least 70 feet away from the nearest 
  ally.
  Distant Observation: A PC can attempt 
  a Hard Perception check to spot weak 
  points in the jinsuls’ earthworks and 
  battle formations. The patrol has 
  concealment against a PC who fails 
  this check for the first round of combat, 
  unless the PC succeeds at an Average 
  Survival check.
  Forensic Analysis: The border 
  of the devastated marshland is 
  riddled with evidence of felled 
  trees and slain dinosaurs—
  victims of the jinsuls’ violent 
  colonization. A PC can 
  attempt a Hard Life Science 
  check 
  to 
  find 
  forensic 
  evidence of the jinsuls’ most 
  common firearms and how they 
  harm living creatures, as well as what 
  natural resources the jinsuls are harvesting 
  for building materials or fuel. Any PCs that 
  fail this check must succeed at an Average 
  Perception check or begin the encounter with the perimeter patrol 
  (see below) as though they were surprised (granting the jinsuls a 
  surprise round to act against those PCs).
  High Ground: A PC can attempt an Average Athletics check 
  to climb a tree and document the marching patterns being 
  practiced. PCs capable of flight can use Acrobatics instead, but 
  must surpass the Hard DC since flying doesn’t afford as much 
  natural cover. PCs attempting the check begin encounter A 1d6 × 
  10 feet high up in the canopy. 
  Navigate Terrain: A PC can lead the party to an advantageous 
  vantage point with a successful Hard Survival check, which can 
  benefit from aid another. PCs who fail this check or a check to aid 
  another must succeed at a DC 15 Strength check  (DC 17 in Subtier 
  7–8 and higher) or be entangled for the first round of the combat 
  encounter with the perimeter patrol (see below).
  A. PERIMETER PATROL
  PCs can position themselves wherever they like on the map, 
  possibly modified by their tasks above. Every 10 minutes that 
  the PCs spy on the jinsul camp, a perimeter patrol scouts their 
  location. The patrol enters on the brown footpath from the side 
  farthest from the PCs; any PC who did not fail a check to complete 
  a task can attempt a Stealth check (DC = 10 + the enemies’ highest 
  Perception modifier) to remain undetected, possibly granting 
  them a surprise round or avoiding the encounter entirely if 
  Zigvigix
  
  FATE OF THE SCOURED GOD
  13
  A. PERIMETER PATROL
  1 SQUARE = 5 FEET
  STARFINDER FLIP-MAT: JUNGLE WORLD
  
  STARFINDER SOCIETY SCENARIO
  14
  all PCs succeed. GMs should account for the jeskraals’ scent, 
  assuming the wind blows from the south. 
  Features: Green areas have light undergrowth, which functions 
  as difficult terrain that provides concealment to prone creatures. 
  Plants, stumps, and structures provide cover, and each tree is 
  roughly 60 feet tall. Water is shallow and imposes a –2 
  penalty to Stealth checks, otherwise functioning 
  as undergrowth. Mesas add 10 feet of 
  elevation per level.
  Creatures: A team of jinsul scouts with 
  their trained jeskraals—hairy, crustacean-
  like animals that hide inside armor like 
  hermit 
  crabs—investigates 
  the 
  PCs’ 
  operation. They begin by trying to capture 
  or kill the PCs on their own, but if the PCs 
  prove too dangerous, they fire their signal 
  flares to alert other patrols of the intruders. 
  Doing so alerts the other jinsuls of a threat, 
  prompting them to send more patrols. If this 
  happens, the PCs no longer have enough time 
  for a 10-minute rest between encounters (although 
  they can still attempt tasks without penalty), 
  and subsequent patrol encounters arrive 
  aware of the PCs and feature one 
  additional jeskraal. If a flare is 
  fired, a PC can spend their task 
  time following the encounter to mitigate the 
  jinsuls’ suspicions: a PC fluent in Jinsul can 
  attempt an Average Bluff check to declare a false alarm through the 
  scout’s comm unit, or any PC can attempt to hide evidence of their 
  presence with an Average Stealth or Survival check. Succeeding at 
  one of these checks negates the effect of a signal flare.
  If the jinsul fleet is present, add one jinsul to the encounter (two 
  in Subtiers 7–8 and higher).
  SUBTIER 1–2 (CR 3)
  JESKRAAL 
  CR 1 
  HP 24 (see page 51)
  JINSUL SCOUT 
  CR 1 
  HP 17 (see page 53)
  SUBTIER 3–4 (CR 5)
  JESKRAALS (2) 
  CR 1 
  HP 24 each (see page 56)
  JINSUL SCOUTS (2)  
  CR 1 
  HP 17 each (see page 57)
  SUBTIER 5–6 (CR 7)
  JESKRAALS (3)  
  CR 1 
  HP 24 each (see page 62)
  JINSUL SCOUT VETERANS (2) 
  CR 4 
  HP 45 each (see page 64)
  SUBTIER 7–8 (CR 9)
  COMBAT-TRAINED JESKRAALS (2)  CR 5 
  HP 80 each (see page 68)
  JINSUL SCOUT VETERANS (3) 
  CR 4 
  HP 45 each (see page 71)
  SUBTIER 9–10 (CR 11)
  COMBAT-TRAINED JESKRAALS (3) 
  CR 5 
  HP 80 each (see page 74)
  JINSUL SCOUT BEASTMASTERS (2) CR 8 
  HP 115 each (see page 78)
  SUBTIER 11–12 
  (CR 13)
  DIRE JESKRAALS (2) 
  CR 9 
  HP 160 each (see page 82)
  JINSUL SCOUT BEASTMASTERS (3) 
  CR 8 
  HP 115 each (see page 85)
  Development: Once the PCs successfully complete four 
  different reconnaissance tasks and overcome or avoid the 
  subsequent encounter, they acquire enough information about 
  the jinsul operations to report back to Zigvigix, and can escape the 
  planet without incident. The shirren begins using the intelligence 
  into an attack plan the Starfinders can use in a location similar 
  to Agillae-2. 
  Reporting: If the PCs successfully return with details about 
  the jinsul army’s movements, the table should report a success 
  for Mission 1. 
  SCOUT MISSION 2: DATA THEFT
  Celita, leader of the Dataphiles faction, briefs the PCs.
  Celita, the android leader of the Dataphiles, looks down at a 
  three-dimensional hologram of the Scoured Stars, complete 
  with red and green dots representing jinsul and Starfinder ships. 
  “The jinsuls know this system better than we do; as long as they 
  are well supplied, they will outlast and repel us. We need to 
  starve their fleet of resources, but we cannot do that without 
  finding their courier ships’ flight paths. The communications I 
  Celita
  
  FATE OF THE SCOURED GOD
  15
  B. STARSHIP SENTRIES
  STARFINDER FLIP-MAT: SPACEPORT
  1 SQUARE = 5 FEET
  
  STARFINDER SOCIETY SCENARIO
  16
  have intercepted have limited value, but I traced them all back 
  to a massive data-processing station on Agillae-4. I need you to 
  infiltrate the data center, hack the computers, and bring back 
  some intelligence we can use to cut the jinsuls’ supply lines.”
  Celita sends the PCs to their destination in a cramped stealth 
  pod that shares many similarities with a torpedo. The stealth pod 
  quickly reaches Agillae-4, a hyper-industrialized city-planet that 
  the jinsuls have adapted into their main information hub. Prior 
  to the PCs’ departure, Celita emphasizes that the stealth pod is a 
  disposable, single-use landing pod and that the PCs need to find 
  their own way off the planet, which they should do quickly before 
  they are caught and slaughtered by the local jinsul forces.
  INFILTRATING THE STATION
  The PCs land in an isolated alley, allowing them to enter the city 
  unnoticed. It doesn’t take the PCs long to identify their target: a 
  vast ovoid tower dotted with spines tipped with satellite dishes.
  Heist Phases: The process of reaching and entering the tower, 
  finding and retrieving useful data, and escaping without being 
  killed requires several sequential steps. During each step, each PC 
  can either attempt one of the skill checks listed for that phase, or 
  attempt to aid another for another PC’s skill check. For each skill 
  check that the PCs succeed at, they increase their total number 
  of successes by one. Multiple PCs succeeding at the same type of 
  check do not increase this total. These successes represent how 
  effectively the PCs avoid or deceive the surrounding jinsuls during 
  their heist, with their total number of successes influencing the 
  threats they must overcome in the mission’s final stretch (see 
  Development below). GMs should portray the PCs’ infiltration as 
  being narrowly successful regardless of their check results, with 
  the jinsuls realizing the final ramifications of the PCs’ efforts only 
  as the PCs flee the tower.
  Cover IDs: The PCs must blend into the jinsul community long 
  enough to reach the tower. PCs can mask their approach by 
  fitting into the scenery as “captured” or “converts” (a Hard Culture 
  check), creating a compelling jinsul armor suit (an Average 
  Disguise check), or approaching via unoccupied back routes (a 
  Hard Survival check).
  Jinsul Worshippers: The PCs’ way is blocked by jinsul fanatics 
  praying to Dhurus. PCs can sneak by the jinsuls (an Average 
  Stealth check), bully their way past them (a Hard Intimidate check, 
  reduced to Average if the PC speaks Jinsul), or nonchalantly bypass 
  them by pretending to do other work (an Average Profession check 
  for any type of tech job). 
  Outer Defenses: The tower’s entrance has security guards and 
  automated doors. PCs can break in through a back door (a Hard 
  Engineering check), distract the guards (a Hard Bluff check), or 
  steal a key card (an Average Sleight of Hand check).
  Interior Halls: The PCs must quickly reach the control center. 
  They can quickly scale the stairways (a Hard Acrobatics or 
  Athletics check) or find a shortcut (a Hard Perception check).
  Computer Terminal: Upon reaching the mainframe, the PCs must 
  find and extract the info they need. They can hack the computer (a 
  Hard Computers check), eject and steal a starship data log (a Hard 
  Piloting check), or connect the dots from some adjacent documents 
  detailing supply transportation (a Hard Sense Motive check). 
  Development: Ultimately the PCs’ subterfuge is discovered, 
  initiating a lockdown and forcing the PCs to flee. As the PCs flee, 
  the tower’s numerous jinsul guards and defensive countermeasures 
  converge on them, their preparedness influenced by how successful 
  the PCs were during their break-in. The PCs automatically take 
  piercing damage from overwhelming gunfire as they escape, the 
  amount determined by the number of successes they earned.
  9 or More Successes: The PCs take no damage, reaching the 
  docking bay completely unnoticed.
  6–8 Successes: The PCs take 1d4 damage per APL.
  3–5 Successes: The PCs take 1d6 damage per APL.
  0–2 Successes: The PCs take 1d8 damage per APL. 
  B. STARSHIP SENTRIES
  The PCs eventually reach the tower’s docking bay. Celita remotely 
  locks the doors behind the PCs to slow their pursuers long enough 
  to steal a starship and rendezvous with her in orbit. The area holds 
  several starships, including a mostly repaired Starfinder shuttle left 
  over from a previous Starfinder mission into the Scoured Stars.
  Creatures: Although the PCs can hear the jinsuls banging on 
  the bay doors, their pursuers cannot reach them in time to stop 
  their escape. However, two scorpion-like robots are guarding the 
  starships and immediately attack the unauthorized intruders. 
  If the jinsul fleet is present, add one robot to the encounter.
  SUBTIER 1–2 (CR 3)
  JINSUL WATCH ROBOTS (2) 
  CR 1 
  HP 20 each (see page 53)
  SUBTIER 3–4 (CR 5)
  JINSUL SENTRY ROBOTS (2) 
  CR 3 
  HP 40 each (see page 58)
  SUBTIER 5–6 (CR 7)
  JINSUL DEFENSE ROBOTS (2) 
  CR 5 
  HP 70 each (see page 63)
  SUBTIER 7–8 (CR 9)
  JINSUL GUARD ROBOTS (2) 
  CR 7 
  HP 105 each (see page 70)
  SUBTIER 9–10 (CR 11)
  JINSUL DESTROYER ROBOTS (2) 
  CR 9 
  HP 145 each (see page 76)
  
  FATE OF THE SCOURED GOD
  17
  SUBTIER 11–12 (CR 13)
  JINSUL ANNIHILATORS (2) 
  CR 11 
  HP 180 (see page 82)
  Development: Once the PCs defeat the robots, they can 
  easily break into the Starfinder shuttle, bring its engines 
  online, and blast off into space, returning to Celita 
  with the stolen flight-path data. The Dataphiles 
  leader immediately begins uploading the 
  courier routes into the sensors and navigation 
  systems, as well as disseminating the 
  intelligence to the rest of the Starfinder fleet. 
  Reporting: If the PCs successfully return 
  to Celita with details about the jinsul fleet’s 
  supply lines, the table should report a 
  success for Mission 2.
  SCOUT MISSION 3: 
  RECOVERY EFFORTS
  Venture-Captain Naiaj briefs the PCs for this mission.
  Venture-Captain Naiaj’s face appears 
  on a communication screen, her 
  features even paler and more 
  somber than usual. She 
  pauses for a moment before 
  speaking. “A group of elite 
  jinsul starships ambushed one of our scout 
  flights near the starship graveyard orbiting 
  Agillae-5. None of our agents responded to my summons. I 
  assume they’re all dead. The jinsuls have left, but we need to 
  know where they’re going next or we’ll be cleaning up another 
  massacre. Check the remains of our ships for anything that 
  might tip us off about their next target.”
  The PCs’ starship sensors point them toward a relatively 
  intact Starfinder wreckage drifting among the debris. A PC who 
  succeeds at an Average Culture check recognizes that the craft 
  as the Parting Glance, a veteran Starfinder ship captained by a 
  highly ranked flight leader named Jessyn. If a PC succeeds at 
  an Easy Computers check, they detect no signs of life aboard 
  the craft. 
  C. PARTING GLANCE
  Jinsul weapons ripped through the Parting Glance, rendering all 
  its major systems inert. Until emergency power is restored, the 
  entire ship is dark, with no atmosphere or gravity. PCs can board 
  the wreckage from their starship without difficulty and survive 
  inside using their armor’s environmental protections, although 
  movement within the ship might prove challenging until gravity is 
  restored. The PCs enter the ship via the breach in area C1. Rooms 
  that lack details can each be entered by a PC who succeeds at 
  an Easy Athletics check, but they don’t contain anything of value.
  C1. Power Core
  The power core is heavily damaged but still capable of accessing 
  emergency power with some jury-rigging. A PC who succeeds at 
  a Hard Engineering check gets the ship’s backup systems online, 
  restoring artificial low gravity and dim illumination onboard, but 
  not atmosphere (since the hull is so severely breached). 
  This also allows access to the locked computers on the 
  bridge.
  C2. ComPuter Lab
  This facility has been stripped of usable 
  materials. A PC who succeeds at an Average 
  Perception check discovers scratches in 
  the walls consistent with jinsul leg blades, 
  indicating that the jinsul attackers boarded 
  and looted the Parting Glance. Although the 
  jinsul took all the primary consoles and supplies, 
  a PC who succeeds on a Hard Physical Science 
  check recognizes the lab’s layout as conducive for 
  scanning and processing surface information from a 
  nearby planet or moon, suggesting that the Parting 
  Glance was collecting data about jinsul 
  movements on nearby planets when it 
  was ambushed. 
  C3. transmission Center
  Like 
  area 
  C2, 
  this 
  room 
  appears largely stripped of valuables and 
  information, save for one large device on the 
  aft side that was visibly sundered by melee weapons. A PC who 
  succeeds at a Hard Piloting check recognizes the device as a 
  long-range transmitter, which could rapidly share large amounts 
  of data between the Parting Glance and another location. A PC 
  who succeeds at an Average Engineering check determines that 
  the device’s main operating systems were surgically targeted by 
  whatever destroyed it, rendering it totally inoperable. 
  C4. Gunner’s station
  Once the power core in area C1 is restored, a PC who succeeds at 
  an Average Piloting check can briefly pull up data saved in the 
  gunner’s targeting computer. The data suggests that the gunner 
  continued firing on the jinsul ships after the jinsuls disabled 
  the Parting Glance, specifically and persistently targeting its 
  air-to-ground torpedo launchers.  
  C5. enGineerinG
  This room is in total disarray but hasn’t been as thoroughly looted 
  as areas C2 and C3. Both doors leading to area C6 are stuck shut, 
  requiring a full action and an Average Athletics check to open. 
  C6. bridGe
  Six corpses—three humans, a shirren, a ysoki, and a korasha 
  lashunta identifiable as Captain Jessyn—float in the bridge, 
  Naiaj
  
  STARFINDER SOCIETY SCENARIO
  18
  C. PARTING GLANCE
  STARFINDER FLIP-MAT: GHOST SHIP
  C1
  C4
  C3
  C2
  C5
  C6
  1 SQUARE = 5 FEET
  FORWARD
  
  FATE OF THE SCOURED GOD
  19
  their bodies and faces mangled by decompression following 
  the destruction of their ship and environmental controls. If 
  backup power and gravity are restored, the bodies settle onto 
  the floor, and a cracked screen on the communications station 
  flickers in standby mode; if the PCs don’t restore power, they 
  can power the computer using 20 charges from a battery 
  and succeeding at an Average Engineering check. A PC who 
  succeeds at a Hard Computers check can run the computer’s 
  last operation, discovering that the Parting Glance shared all 
  its data collected about the jinsuls’ movements and numbers 
  with a system-wide transmission tower the Starfinders hastily 
  assembled on the twelfth moon of Bastiar-8. Furthermore, 
  disarmed countermeasures indicate the jinsuls who boarded 
  the ship also retrieved this info, likely flagging the transmission 
  tower as their next target. PCs who fail this check still obtain 
  the information, but the added effort allows the undead to act 
  in a surprise round.
  Creatures: Dhurus releases a surge of energy that reanimates 
  some of the slain Starfinders as undead. These attack once the 
  PCs either attack the corpses or discover the jinsuls’ next target. 
  If the jinsul fleet is present, add two tier-appropriate undead 
  Starfinders to the encounter (in Subtier 1–2, add one undead 
  Starfinder rookie from Subtier 3–4 instead).
  SUBTIER 1–2 (CR 3)
  JESSYN 
  CR 3
  Lesser nihili (see page 54)
  HP 41
  SUBTIER 3–4 (CR 5)
  JESSYN 
  CR 3
  Lesser nihili (see page 59)
  HP 41
  UNDEAD STARFINDER ROOKIES (2) 
  CR 1
  Occult zombies (Starfinder Alien Archive 114, see page 59)
  HP 24 each
  SUBTIER 5–6 (CR 7)
  JESSYN 
  CR 5
  Nihili (Starfinder Alien Archive 82, see page 66)
  HP 72
  UNDEAD STARFINDER AGENTS (2) 
  CR 3
  Lesser nihilis (see page 65)
  HP 41 each
  SUBTIER 7–8 (CR 9)
  JESSYN 
  CR 7
  Vicious nihili (see page 72)
  HP 108
  UNDEAD STARFINDER VETERANS (2) 
  CR 5
  Nihilis (Starfinder Alien Archive 82, see page 72)
  HP 72 each
  SUBTIER 9–10 (CR 11)
  JESSYN 
  CR 9
  Unholy nihili (see page 79)
  HP 150
  UNDEAD STARFINDER OFFICERS (2) 
  CR 7
  Vicious nihilis (see page 79)
  HP 108 each
  SUBTIER 11–12 (CR 13)
  JESSYN 
  CR 11
  Nihili commandant (see page 85)
  HP 190
  UNDEAD STARFINDER LEADERS (2) 
  CR 9
  Unholy nihilis (see page 86)
  HP 150 each
  Development: Once the PCs defeat the undead, they can return 
  to their ship and relay their findings to Venture-Captain Naiaj. The 
  gnome venture-captain thanks the PCs for salvaging some value 
  from the Starfinders’ sacrifice, immediately contacting other 
  teams with urgent orders to reinforce the transmission tower at 
  Bastiar-8. Before breaking off communication with the PCs, Naiaj 
  thanks them again and encourages them to stay safe.
  Reporting: If the PCs successfully identify and communicate 
  the jinsuls’ next target to Naiaj, the table should report a success 
  for Mission 3.
  SCOUT MISSION 4:  
  SCOUT HUNT
  Venture-Captain Arvin remotely briefs the PCs as they arrive at 
  the aftermath of a skirmish with jinsul starships in the space 
  surrounding Callion-1.
  Bursts of energy light up near space as several jinsul starships 
  self-destruct. A flight of victorious Starfinder ships darts 
  between the jinsul wrecks, as if dancing on their proverbial 
  graves. Venture-Captain Arvin’s image suddenly appears on a 
  communications screen, his face furrowed with concern. “We 
  just defeated this pack of jinsuls, but one of their scout ships 
  escaped into the Drift. We can’t let it report our fleet’s position 
  back to its superiors. Enter the Drift and stop that runaway!”
  
  STARFINDER SOCIETY SCENARIO
  20
  D. SEARCH AND DESTROY
  STARFINDER FLIP-MAT: BASIC STARFIELD
  
  FATE OF THE SCOURED GOD
  21
  Arvin
  The PCs must select an appropriate starship frame for this 
  assignment, most likely a Drake or Pegasus, though they can bring 
  other hulls they have access to.
  D. SEARCH AND DESTROY
  The PCs’ communication systems scream with piercing 
  feedback as they enter the Drift—the telltale shrieking 
  that often accompanies jinsul attacks. The horrific 
  sound indicates that the fleeing jinsuls are nearby.
  Starship Combat: The jinsul scout ship begins 
  3d6+5 hexes away from the PCs’ starship, facing 
  away from them. Since this encounter is a sort 
  of chase, the distance between the two starships 
  is especially important. If a starship moves off the 
  map, it does not disengage from combat; instead, track 
  relative distance between vessels as best possible.
  As they are harboring valuable information about 
  the Starfinder fleet, the jinsuls seek to 
  escape rather than engage in battle. If 
  the jinsul ship ends a piloting phase 
  more than 30 hexes away from 
  the PCs’ ship, it can attempt to 
  hide among the swirling colors of 
  the Drift as a pilot stunt, using the 
  same DC as evading. If it succeeds, 
  the PCs’ gunners can target it only if 
  the PCs’ ship closes within 20 hexes and 
  a science officer PC succeeds at scanning 
  the jinsul ship. If the jinsul ship remains 
  concealed for three consecutive rounds, it escapes completely, and 
  the PCs fail this mission.
  The jinsul starship concentrates on escaping, moving as far from 
  the PCs’ ship as possible each turn. The engineer and science officer 
  prioritize their shields, focusing their attention on engines after 
  that (including targeting the PCs’ engines). The ship’s computer 
  prioritizes the pilot’s and engineer’s actions, then the gunners. 
  SUBTIER 1–2 (CR 1)
  JINSUL SCOUT CRAFT 
  TIER 1 
  HP 55 (see page 56)
  SUBTIER 3–4 (CR 3)
  JINSUL SCOUT CRAFT 
  TIER 3 
  HP 55 (see page 56)
  SUBTIER 5–6 (CR 5)
  JINSUL SCOUT CRAFT 
  TIER 5 
  HP 65 (see page 67)
  SUBTIER 7–8 (CR 7)
  JINSUL SCOUT CRAFT 
  TIER 7 
  HP 65 (see page 74)
  SUBTIER 9–10 (CR 9)
  JINSUL SCOUT CRAFT 
  TIER 9 
  HP 75 (see page 80)
  SUBTIER 11–12 (CR 
  11)
  JINSUL SCOUT CRAFT 
  TIER 11 
  HP 75 (see page 87)
  Development: If the PCs disable the jinsul 
  ship, they prevent it informing the rest of the 
  jinsul fleet about the Starfinder’s movements. The 
  jinsul crew abandons the ship immediately, after 
  which point the PCs can easily board the derelict 
  jinsul vessel and access its computer mainframe. 
  Hacking the machine proves simple, and the 
  PCs retrieve the coordinates of the jinsul 
  headquarters where the ship was to 
  deliver its intelligence. Upon the PCs’ 
  return to the fleet, Venture-Captain 
  Arvin delights at their surprise 
  discovery and forwards the data to the 
  rest of the leadership so they can perform a 
  threat assessment on striking the site.
  Reporting: If the PCs stop the jinsul scout ship from escaping, 
  the table should report a success for Mission 4.
  SCOUT MISSION 5: CAPTIVE 
  INTERVIEW
  Radaszam, leader of the Acquisitives faction, briefs the PCs aboard 
  a Starfinder ship orbiting Callion-2.
  Radaszam’s already imposing vesk figure appears extra 
  threatening as he looms over a bound jinsul on his starship’s 
  bridge. “Let me introduce you to my guest, Teskrkah, a jinsul who 
  claims to have betrayed her teammates—those teammates being 
  an assassination squad sent to kill me. Now, I don’t know what 
  to believe, so I want you to figure out the truth here. I have some 
  bigger fires I need to put out at the moment, so I’m handing this off 
  to you. I’ve programmed the computer to translate for you if you 
  need it. Remember, we’re Starfinders and not depraved killers, so 
  don’t torture this pitiful creature. Just get what information you 
  can from her. Engage the ship’s autopilot once you’ve gotten her 
  to talk and it’ll bring you right to my location.”
  Radaszam then leaves the ship and the captive in the PCs’ 
  hands, taking a shuttle back to his own starship and returning 
  to the main fleet. Upon Radaszam’s departure, Teskrkah violently 
  
  STARFINDER SOCIETY SCENARIO
  22
  E. INTERVIEWING TESKRKAH
  STARFINDER FLIP-MAT: GHOST SHIP
  1 SQUARE = 5 FEET
  FORWARD
  
  FATE OF THE SCOURED GOD
  23
  Radaszam
  struggles against her restraints for a moment, then slumps into the 
  chair with a series of mandible clicks. The computer registers the 
  clicks as a language and translates, “Dhurus, though an abominable 
  curse on my people, seems set to mount you atop its flagship, as it 
  did to the great heroes we once followed.”
  E. INTERVIEWING TESKRKAH
  The PCs must extract details about Teskrkah’s 
  mission, but the hardened jinsul has been 
  conditioned to withstand interrogation. 
  The PCs can attempt to pry information 
  out of the jinsul using various 
  techniques; if the PCs succeed 
  at three distinct interrogation 
  methods, the jinsul provides 
  as much detail as she can, 
  as described in the Creatures 
  section. The section below 
  lists 
  common 
  interrogation 
  methods are presented below, 
  but GMs might allow some leeway 
  for creative interrogation methods, 
  provided that such tactics use comparable 
  skills and DCs or consume similar resources, 
  such as spells or items. The party can attempt 
  any method up to twice.
  Coercion: A PC who succeeds at a Hard 
  Intimidate check loosens Teskrkah’s tongue through the application 
  of threats or physical presence. 
  Goading: A PC who succeeds at a Hard Diplomacy check kneads 
  information out of the jinsul with honeyed words. A PC can reduce 
  the Diplomacy DC to Average by succeeding at an Average Sense 
  Motive check to leverage the Teskrkah’s belief that Dhurus is a 
  blasphemer.
  Probing: PCs can use magical or technological resources to 
  extract information. Using a limited-use spell, class ability, or other 
  resource can allow a PC to use a corresponding skill—most likely 
  Mysticism. Alternatively, a PC can use that ability to reduce a 
  different interrogation skill DC to Easy. A spell or effect that can 
  independently glean information, such as detect thoughts, counts 
  as a success for the probing method. If the effect allows a save, 
  Teskrkah’s saves use a modifier of APL + 2.
  Trickery: A PC who succeeds at a Hard Bluff check wrings 
  details out of Teskrkah via deceit. A PC can reduce the Bluff DC to 
  Average by succeeding at an Average Culture check to use jinsul 
  social norms to bolster the deception.
  Creatures: If the PCs successfully interrogate Teskrkah, the 
  jinsul reveals how she learned of the Starfinder leadership’s 
  locations: a nelentu double-agent from the Kreiholm Freehold 
  named Tsimtsara. Admitting this, however, triggers a mystical 
  countermeasure common to Dhurus’s elite agents, signaling the 
  betrayal: the PCs hear Dhurus’s disembodied voice boom, “NONE 
  BETRAY ME!” as Teskrkah’s body violently convulses before ripping 
  apart in a surge of divine energy. The energy then coalesces into 
  two jinsul-shaped demonic entities, who relentlessly attack the 
  PCs until slain.
  If the PCs utterly fail to get the information 
  from Teskrkah, then Dhurus takes note 
  of the potential betrayal and activates its 
  countermeasure remotely when the PCs 
  are most off guard. This strategy grants 
  the summoned fiends a surprise round. 
  If the jinsul fleet is present, add one 
  demon to the encounter.
  SUBTIER 1–2 (CR 3)
  DEMON SKINRIPPERS (2) 
  CR 1 
  HP 20 each (see page 51)
  SUBTIER 3–4 
  (CR 5)
  DEMON BLOODDRINKERS 
  (2) 
  CR 3 
  HP 40 each (see page 56)
  SUBTIER 5–6 (CR 7)
  DEMON FLESHRENDERS (2) 
  CR 5 
  HP 70 each (see page 62)
  SUBTIER 7–8 (CR 9)
  DEMON BONESNAPPERS (2) 
  CR 7 
  HP 105 each (see page 68)
  SUBTIER 9–10 (CR 11)
  DEMON CHESTGOUGERS (2) 
  CR 9 
  HP 145 each (see page 75)
  SUBTIER 11–12 (CR 13)
  DEMON SOULFLAYERS (2) 
  CR 11 
  HP 180 each (see page 81)
  Development: Once the PCs learn the name of the traitor, they 
  can report back to Radaszam, who immediately begins tracking 
  Tsimtsara’s location to “plug the leak.”
  Infamy: If a PC is unusually cruel or profane, or otherwise ignores 
  Radaszam’s command and applies more invasive interrogation 
  techniques to torment Teskrkah, that PC gains 1 Infamy.
  Reporting: If the PCs learn about the spy and defeat the 
  conjured fiends, the table should report a success for Mission 5.
  
  STARFINDER SOCIETY SCENARIO
  24
  PART 2: INTO THE ACTION
  As soon as the House accumulates enough successes for a 
  specific Part 1 mission, its corresponding Part 2 mission becomes 
  unlocked, allowing the Starfinders to immediately begin these 
  action missions. Because of this fluid transition, there is no hard 
  break or announcement between Parts 1 and 2, and Scout missions 
  that have not yet been completed can be run concurrently with 
  action missions. Once 150 minutes have passed or the House 
  completes all five action missions, the Overseer GM will announce 
  the start of Part 3. 
  TABLE GM INSTRUCTIONS
  Having identified locations and details crucial to turning the tide 
  of battle against the jinsul army, the Starfinders begin making 
  surgical strikes against their strategic targets. In Part 2, new 
  missions become unlocked based on which Scout missions the 
  House has completed. The Scout mission numbers correspond to 
  the action mission numbers. Distribute Handout #3 (see page 50), 
  which helps players choose and keep track of these missions. 
  If they so choose, the PCs are always able to spend Resolve 
  Points to take a 10-minute rest between these missions.
  Reporting Successes: Successes during Part 2 should be 
  reported using the same method as during Part 1.
  ANNOUNCED CONDITIONS
  There are five different conditions that the Overseer GM might 
  announce as the Starfinders complete Part 2 missions.
  Dispirited Foe: When the Overseer GM announces that the 
  Dispirited Foe condition is in effect, the jinsuls’ combat fervor 
  wanes as their commanders fall. All jinsuls lose their +4 bonus to 
  saves against fear effects. Once, before the end of the scenario, 
  each PC can spend 1 Resolve Point to negate a critical hit scored 
  against them by an enemy attack, reducing it to a normal hit.
  Safe Haven: When the Overseer GM announces that the Safe 
  Haven condition is in effect, the PCs get a moment’s respite 
  from the stress of combat. Each PC can immediately recover 
  any one spell expended, one daily use of a class ability, or 1 
  Resolve Point.
  Spoils of War: When the Overseer GM announces that the 
  Spoils of War condition is in effect, the PCs can help themselves 
  to some stolen jinsul gear. Each PC immediately gains a duplicate 
  of any two consumable items they possessed or purchased at the 
  start of the adventure, which must be used before the end of this 
  scenario or be lost. 
  Tower Intel: When the Overseer GM announces that the Tower 
  Intel condition is in effect, the PCs receive a flood of data from the 
  secured scanning towers. Once per encounter for the remainder 
  of the scenario, each PC can roll twice on any Intelligence-, 
  Wisdom-, or Charisma-based skill check or starship combat check 
  and take the better result. 
  Victory in Sight: When the Overseer GM announces that the 
  Victory in Sight condition is in effect, the PCs feel a palpable 
  shift in momentum in the Starfinders’ favor. Once before the 
  end of the scenario, each PC can use the envoy’s inspiring boost 
  improvisation on themselves or one of their allies, using their 
  character level as their envoy level. An envoy PC who has the 
  inspiring boost improvisation can use this condition to use the 
  15th-level version of the ability once during this scenario. 
  OVERSEER GM INSTRUCTIONS
  During Part 2, the Overseer GM continues managing the fleets’ 
  movements and renews the tallies of each Action success 
  reported. When the House accumulates the requisite number 
  of successes for a particular action mission, the Overseer GM 
  announces that the mission is completed (see the respective 
  missions’ announcements below); this immediately locks access 
  to that action mission, although Tables currently completing that 
  mission can finish the encounter, their success instead going to 
  an open action mission determined by the overseer. Once the 
  House reports a number of successes for a mission equal to two-
  thirds (2/3) the number of tables, that mission is complete. 
  When the Paratrooper Strike mission (action mission 1) is 
  completed, read the following aloud.
  We have slain several jinsul officers behind enemy lines, and 
  their soldiers have visibly lost morale.
  Table GMs, the Paratrooper Strike mission is complete and 
  the Dispirited Foe condition is now in effect.
  When the Sever Supply Line mission (action mission 2) is 
  completed, read the following aloud.
  We have intercepted some jinsul supply ships, starving the 
  enemy of resources while providing us with some extra gear.
  Table GMs, the Sever Supply Line mission is complete and the 
  Spoils of War condition is now in effect.
  When the Scanner Defense mission (action mission 3) is 
  completed, read the following aloud.
  We have fended off a horde of jinsuls and secured the stability 
  of our scanning towers, which will continue to feed us crucial 
  information about the enemy. 
  Table GMs, the Scanner Defense mission is complete and the 
  Tower Intel condition is now in effect.
  When the Trench Assault mission (action mission 4) is 
  completed, read the following aloud.
  We have captured a pivotal jinsul command center, and our 
  agents have found renewed vigor in our cause.
  Table GMs, the Trench Assault mission is complete and the 
  Victory in Sight condition is now in effect.
  When the Stop the Mole mission (action mission 5) is 
  completed, read the following aloud.
  
  FATE OF THE SCOURED GOD
  25
  We have tracked down and stopped the spy who was giving 
  away our positions, granting us some time to rest in a few secret 
  locations the jinsuls aren’t aware of.
  Table GMs, the Stop the Mole mission is complete and the 
  Safe Haven condition is now in effect.
  ACTION MISSION 1: 
  PARATROOPER STRIKE
  Venture-Captain Naiaj briefs the PCs as they fly over the humid 
  jungle-planet of Bastiar-6.
  Venture-Captain Naiaj is barely audible over the roar of the 
  starship engines and the din of battle surging on the surface of 
  the planet below. “We’ve found a vulnerable site where several 
  key jinsul officers direct their ground forces. We’ll air drop you 
  to the landing zone in less than a minute. Once you make it, find 
  the officers and take them out! We’ll come back around for you 
  in just a moment.” 
  GMs can detail the PCs’ drop into an enemy camp beyond 
  an active war zone, acknowledging that the Society provided 
  them with parachutes which they already have equipped. The 
  encounter begins 1 round after the PCs safely land and unfasten 
  their chutes. 
  F. ATTACKING THE OFFICERS
  Shortly after the PCs land, the jinsul officer and its guard detail 
  close in on them, eager to evict the Starfinder interlopers. Both 
  the PCs and the jinsuls have 1 round to prepare before rolling 
  initiative and beginning combat.
  Features: Green areas have light undergrowth, which functions 
  as difficult terrain that provides concealment to prone creatures. 
  Plants and stumps provide cover, and each large tree is roughly 
  200 feet tall with smaller trees standing half that height. The 
  river is waist-deep, functioning as difficult terrain that provides 
  cover against energy weapons to Medium or smaller creatures 
  standing in the water.
  Creatures: The jinsul officer casts spells from a distance while 
  the guards interpose themselves between approaching PCs and 
  their ward. All of the jinsul combatants use the available terrain 
  to their advantage. 
  If the jinsul fleet is present, add one non-spellcaster jinsul to 
  the encounter. The non-spellcaster jinsuls always come in pairs, 
  as listed below.
  SUBTIER 1–2 (CR 4)
  JINSUL MAGE  
  CR 1 
  HP 16 (see page 52)
  JINSUL WARRIORS (2)  
  CR 1 
  HP 20 each (see page 53)
  SUBTIER 3–4 (CR 6)
  JINSUL TACTICIAN 
  CR 3 
  HP 32 (see page 58)
  JINSUL TERMINATORS (2)  
  CR 3 
  HP 40 each (see page 59)
  SUBTIER 5–6 (CR 8)
  JINSUL GROUND TROOPERS (2)  
  CR 5 
  HP 70 each (see page 64)
  JINSUL SERGEANT 
  CR 5 
  HP 60 (see page 64)
  SUBTIER 7–8 (CR 10)
  JINSUL LIEUTENANT 
  CR 7 
  HP 90 (see page 70)
  JINSUL STALWARTS (2) 
  CR 7 
  HP 105 (see page 71)
  SUBTIER 9–10 (CR 12)
  JINSUL COMMANDER  
  CR 9 
  HP 120 (see page 76)
  JINSUL MYRMIDONS (2) 
  CR 9 
  HP 145 each (see page 77)
  SUBTIER 11–12 (CR 14)
  JINSUL GENERAL  
  CR 11 
  HP 155 (see page 83)
  JINSUL HONORGUARDS (2) 
  CR 11 
  HP 185 each(see page 84)
  Development: Once the PCs defeat the jinsul officers, Naiaj’s 
  ship flies back around and picks the PCs up just as members of 
  the distraught jinsul infantry converge on their location. As the 
  ship flies away to evacuate the PCs, they catch glimpses of the 
  jinsul ranks dissolving and dispersing without a leader on the 
  ground to keep them unified.
  Reporting: If the PCs defeat the jinsul officers, the table should 
  report a success for Mission 1.
  ACTION MISSION 2: SEVER 
  SUPPLY LINE
  Venture-Captain Arvin briefs the PCs via the comm screen 
  onboard their starship.
  
  STARFINDER SOCIETY SCENARIO
  26
  F. ATTACKING THE OFFICERS
  STARFINDER FLIP-MAT: JUNGLE WORLD
  1 SQUARE = 5 FEET
  
  FATE OF THE SCOURED GOD
  27
  G. STARSHIP RAID
  STARFINDER FLIP-MAT: BASIC STARFIELD
  
  STARFINDER SOCIETY SCENARIO
  28
  Venture-Captain Arvin’s face flickers onto the starship’s 
  communications screen as the navigation panels flash with 
  incoming data. “I’ve sent you the coordinates for the flight path 
  of a jinsul supply line just beyond Bastiar-6. The intelligence 
  you gathered suggests there might be some vulnerable jinsul 
  courier ships traveling this route. Intercept the delivery and 
  disable the courier without destroying it, then maybe we can 
  help ourselves to some of the jinsuls’ equipment.”
  The PCs select a starship for this assignment, and they can 
  select a different starship than they used in Scout Mission 4. 
  Their ship begins with full ammunition, Hull Points, and shields. 
  G. STARSHIP RAID
  The PCs emerge from the Drift in open space, with Bastiar-6 the 
  only celestial body remotely nearby. Moments later, two starships 
  emerge into scanning range: an unarmed heavy freighter, and a 
  jinsul assault craft. The assault craft immediately moves to block 
  the PCs’ approach, clearly guarding the freighter as an escort. 
  Boons: PCs with First Skirmish slotted as a Starship boon 
  recognize the type of jinsul assault craft from their mission to 
  Icefront. The PCs’ ship gains a +1 bonus to AC, TL, gunnery rolls, 
  and weapon damage rolls, and the PC slotting the boon gains a +2 
  bonus on every starship combat check they make throughout the 
  encounter. If multiple PCs slot this Starship boon, the bonuses to 
  their ship do not stack. 
  Starship Combat: The jinsul ships begin adjacent to each other 
  4d6+6 hexes away from the PCs’ ship, facing the PCs. The freighter 
  is a noncombatant with no shields or armaments; it has speed 8, 
  turn 2, and 120 Hull Points, but otherwise has no stats presented in 
  the encounter. The freighter takes no special piloting actions, merely 
  trying to stay its course and get away from the PCs. It takes 10 
  rounds for the freighter to power up its Drift engine and escape; each 
  round the freighter takes damage, this time increases by 1 round. 
  The assault craft aggressively attacks the PCs’ ship, trying to 
  destroy it before they can disable the freighter. If the freighter 
  becomes disabled, the assault craft turns its weapons on the 
  freighter in an effort to destroy its cargo rather than let the PCs 
  steal it. If the PCs attempt to flee the encounter, the assault 
  craft does not pursue them beyond the maximum range of its 
  weapons. If the PCs destroy the assault craft, then the freighter 
  cannot retreat—don’t bother having the PCs spend time attacking 
  the defenseless freighter.
  SUBTIER 1–2 (CR 2)
  JINSUL ASSAULT CRAFT 
  TIER 2 
  HP 60 (see page 55)
  SUBTIER 3–4 (CR 4)
  JINSUL ASSAULT CRAFT 
  TIER 4 
  HP 85 (see page 60)
  SUBTIER 5–6 (CR 6)
  JINSUL ASSAULT CRAFT 
  TIER 6 
  HP 85 (see page 66)
  SUBTIER 7–8 (CR 8)
  JINSUL ASSAULT CRAFT 
  TIER 8 
  HP 100 (see page 73)
  SUBTIER 9–10 (CR 10)
  JINSUL ASSAULT CRAFT 
  TIER 10 
  HP 100 (see page 79)
  SUBTIER 11–12 (CR 12)
  JINSUL ASSAULT CRAFT 
  TIER 12 
  HP 115 (see page 86)
  Development: The PCs fail their mission if they flee, the 
  freighter escapes into the Drift, or the freighter is completely 
  destroyed by taking 240 damage to its Hull Points. The PCs can 
  try again against a different freighter on the same supply line 
  after completing a different mission.
  If the PCs halt the freighter and destroy the jinsul assault 
  craft, they can take their time dispatching the jinsuls onboard 
  and claiming the courier’s equipment for the Society (this process 
  happens off-screen and is not included as a distinct encounter). 
  Venture-Captain Arvin salutes their efficacy and orders the PCs to 
  bring the gear to the main Starfinder fleet for distribution. 
  Reporting: If the PCs successfully disable the jinsul freighter 
  and destroy its escort, the table should report a success for 
  Mission 2.
  ACTION MISSION 3: SCANNER 
  DEFENSE
  Zigvigix briefs the PCs from one of the turrets atop the scanning 
  tower atop one of Bastiar-8’s moons.
  Beyond the humming force fields that surround the scanning 
  tower, the moon’s otherwise barren surface morphs into a roiling 
  mass of approaching jinsuls. Zigvigix’s voice projects through 
  the loudspeakers throughout the building. “Wow, that sure is 
  a bunch of angry jinsuls! Remember Starfinders, we need this 
  tower standing if we’re going to transmit any data to our fleet 
  from behind enemy lines. Don’t worry, every soldier defending 
  a structure is worth ten attacking it, and every Starfinder has 
  to be worth at least hundred jinsuls, so I guess that makes us 
  about even? Get to your defensive posts and—“ their final order 
  gets drowned out by the roar of the jinsul horde slamming 
  into the force fields and turret artillery weapon firing into the 
  rushing throng.
  
  FATE OF THE SCOURED GOD
  29
  H. TOWER’S LAST STAND
  STARFINDER FLIP-MAT: ASTEROID
  1 SQUARE = 5 FEET
  H1
  H2
  H3
  H7
  H6
  H5
  H8
  H9
  H10
  H4
  
  STARFINDER SOCIETY SCENARIO
  30
  The PCs and Zigvigix wind up trapped as the last line of defense 
  of the Starfinder scanning tower as a mob of jinsuls descends 
  upon it. The tower’s outer defenses hold back the brunt of the 
  horde and Ziggy provides artillery support from an elevated 
  turret, but the PCs must thin the jinsul forces and beat back the 
  ones who slip past the defenses until the army disperses. 
  H. TOWER’S LAST STAND
  Throughout the encounter, a horde of jinsuls attacks the Starfinder 
  scanning tower, clawing their way along the perimeter defenses 
  seeking a way inside. The horde is an abstract foe beyond the 
  building’s walls with 500 Hit Points. Each turn on initiative count 0, 
  Ziggy fires their weapon and deals 30 damage to the horde. The PCs 
  must position themselves throughout the complex to help stave off 
  the horde using the tower’s other defenses. GMs should take a short 
  moment to review each of the rooms and its associated defenses 
  with the PCs. After doing so, the PCs can choose where they begin 
  this encounter as well as take a moment to look around each room. 
  Each defense can only be used once per round, and requires a 
  standard action to activate. 
  All tower doors automatically open when approached unless 
  locked from area H7, and the whole structure has normal light.
  H1. terrain Cannon
  Here a PC can load chunks of stone into the purple vault on the 
  southeast wall, which launches them outside with deadly force. 
  Loading the cannon requires a successful Average Athletics check 
  and deals 5d12 damage to the horde.
  H2. barrier PuLse
  A PC who sits in the contraption in the room’s eastern track can 
  overcharge the force field and expel the excess energy in a lethal 
  blast of electricity. Using this device requires a successful Average 
  Computers check, and it deals 7d8 damage to the horde. 
  H3. ComPuter terminaL
  A PC who uses this computer can attempt a Hard Computers check 
  to add one die to the damage inflicted by all other tower defenses 
  activated that round. A jinsul in this room can increase the DC to use 
  all the tower defenses to Hard for one round with a standard action. 
  H4. stone suPPLy
  This room contains stones that supply ammunition for the cannon 
  in area H1. Any jinsul in this room can disrupt the automated supply 
  as a standard action, rendering the terrain cannon inoperable for 
  one round. A Medium or smaller creature can squeeze through the 
  narrow passage to H1.
  H5. atmosPHere ControL 
  This room maintains the tower’s atmosphere, including the 
  supercooled gases that power the freezing spray controlled by the 
  reactor in area H6. A jinsul in this room can sabotage the machine 
  with a standard action, rendering the spray inoperable for one round.
  H6. FreezinG sPray
  The reactor in the northwest corner of this room can be set to 
  envelope the entire area surrounding the tower in dangerously 
  cold mist. A PC can use this device against the jinsuls with an 
  Average Engineering check, dealing 9d6 damage to the horde.
  H7. seCurity mainFrame
  The screen along the southern wall of this room provides manual 
  control over the tower’s internal security protocols. A PC who 
  uses the screen can see the occupants of every room in the tower 
  via security cameras, remotely close any door such that the door 
  requires a full action to open (or a move action with a successful 
  Average Athletics check) using a move action, and make ranged 
  attacks against jinsuls inside any single room using their ranged 
  attack bonus to fire a laser rifle set into the room’s ceiling (1d8 F 
  in Subtiers 1–2 and 3–4, 2d8 F in Subtiers 5–6 and 7–8, and 3d8 
  F in Subtiers 9–10 and 11–12. A jinsul in this room can use it the 
  same way. 
  H8. Power Core
  This room holds the central power cell that fuels the tower’s outer 
  force fields, its surface visible as a flat green plane. A jinsul in this 
  room can interfere with the power supply as a standard action, 
  rendering the barrier pulse in area H2 inoperable for one round. 
  H9. Perimeter breaCH
  This room contains an access point from the outside, allowing 
  jinsuls swarming over the tower to infiltrate. Jinsuls emerge 
  from the northwestern corner. A PC who succeeds at an Average 
  Perception check can spot this breach prior to the encounter.
  H10. tunneL entranCe
  The holes in the ground here bypass the outer force fields, allowing 
  jinsuls to climb inside from underground. Jinsuls can emerge here 
  from the southern and western crevasses. A PC who succeeds at 
  an Average Perception check can spot this entry point prior to the 
  encounter. The breach is too large to readily patch.
  Creatures: Starting the first round on initiative count 0, several 
  jinsuls infiltrate the tower and begin wreaking havoc. The first 
  time this occurs, two jinsuls each appear in area H9 and area H10, 
  where they begin working their way into the tower and causing 
  damage. Every 2 rounds following the initial wave, one additional 
  jinsul emerges, alternating between area H9 and area H10 as to 
  where they appear. Jinsuls prioritize attacking nearby PCs first, 
  only interfering with the tower defenses if there are no visible 
  enemies or if they cannot effectively attack their targets.
  If the jinsul fleet is present, add one jinsul to each wave of 
  additional jinsuls throughout the encounter, including the first.
  SUBTIER 1–2 (CR 3)
  JINSUL YOUNG BLOODS (4) 
  CR 1/2 
  HP 13 each (see page 53)
  
  FATE OF THE SCOURED GOD
  31
  SUBTIER 3–4 (CR 5)
  JINSUL WARRIORS (4) 
  CR 1 
  HP 20 each (see page 59)
  SUBTIER 5–6 (CR 7)
  JINSUL TERMINATORS (4) 
  CR 3 
  HP 40 each (see page 65)
  SUBTIER 7–8 (CR 9)
  JINSUL GROUND TROOPERS (4) 
  CR 5 
  HP 70 each (see page 70)
  SUBTIER 9–10 (CR 11)
  JINSUL STALWARTS (4) 
  CR 7 
  HP 105 each (see page 78)
  SUBTIER 11–12 (CR 13)
  JINSUL MYRMIDONS (4) 
  CR 9 
  HP 145 each (see page 84)
  Development: Once the horde is defeated, the waves of 
  additional jinsuls stop. The PCs must defeat all jinsuls currently 
  inside the tower to finish securing the location.
  Reporting: If the PCs defeat the jinsul horde, including all the 
  jinsuls in the tower, the table should report a success for Mission 3.
  ACTION MISSION 4: TRENCH 
  ASSAULT
  Radaszam briefs the PCs from the trenches on Bastiar-3, a fertile 
  planet blanketed in fungi.
  A fountain of debris sprays into the air from artillery impact, 
  shaking a landscape already marred by impact craters and 
  trenches. Radaszam scowls at the sound, his back against a 
  muddy wall. “The jinsul command center over that hill is clearly 
  important, given how vigorously they’re defending it. Some 
  other agents have dug trenches further ahead, but between 
  having suffered numerous casualties and jinsul artillery fire 
  it looks like we’re pinned down. It’s imperative that we gain 
  control of that structure, so I’ll mobilize the rest of our troops 
  here to draw their attention. Get to that fortress and capture it!”
  Radaszam rallies the other agents to distract the jinsul artillery, 
  affording the PCs a chance to approach the fort. 
  BATTLEFIELD HUSTLE
  The PCs must approach the jinsul fortress under fire and defeat 
  its occupants to win the day. 
  Trench Phases: The process of reaching the fortress requires 
  several sequential steps. During each step, each PC can either 
  attempt one of the skill checks listed for that phase, or attempt 
  to aid another. Special forms of movement do not help the PCs 
  here unless specified, due to the long range and accuracy of 
  the jinsuls’ guns. The PCs cannot take a 10-minute rest until the 
  encounter is completed.
  Support Teammates: One PC must convince their nearby 
  comrades to provide them with covering fire or distractions, 
  either by treating their wounds (an Average Medicine check) 
  or by bossing them around (a Hard Intimidate check). Failure 
  increases the DCs of the next phase to Hard.
  Approach Unscathed: The PCs must each use the distractions 
  provided to approach without getting immediately shot. PCs can 
  hide among the earthworks (an Average Stealth check), or sprint 
  for cover (an Average Athletics check). Failure results in that 
  PC getting shot by artillery, taking damage equal to 1d8 × APL 
  bludgeoning damage (Average Reflex for half). 
  Fungus Patch: Toxic fungi cover the next stretch of terrain. 
  Each PC must succeed at an Average Fortitude save or be 
  sickened for the remainder of the mission. A PC can reduce 
  this save DC to Easy by succeeding at an Average Life Science 
  or Survival check to properly avoid the fungi; if both these skill 
  checks are successful, all PCs avoid the fungi and don’t risk 
  becoming sickened. 
  Clear the High Ground: Each PC must scale the fortress’s natural 
  barriers with a Hard Acrobatics check. Failure means that PC 
  must succeed at an Easy Fortitude save or be fatigued until the 
  next time they spend a Resolve Point to recover Stamina Points 
  during a 10-minute rest. One PC can reduce the DC to Average for 
  the group by succeeding at an Average Perception check to find 
  an easier path.
  Final Stretch: The last leg of the battlefield is totally exposed, 
  meaning the PCs take piercing damage equal to 1d8 × APL (Average 
  Reflex half) from gunfire. A PC who succeeds at a Hard Physical 
  Science check can discern a safer route based on avoiding certain 
  firing arcs, lowering the Reflex DC to Easy for all PCs. A PC can also 
  succeed at a Hard Bluff check to draw the defenders’ fire, reducing 
  the damage to 1d4 × APL for every PC but himself. 
  I. JINSUL HEADQUARTERS
  The PCs approach from the entrance to the headquarters. Several 
  jinsul defenders escape as the PCs arrive, leaving only the high 
  command to hold the fortress. The walls provide cover and rise to 
  a ceiling 20 feet high.
  Creatures: Once the PCs enter the blasted entrance of the 
  fortress, they confront the jinsul commander overseeing the site. 
  The jinsul commander has enough time to use one protective 
  spell-like ability before confronting the PCs, casting their 
  offensive spells before closing into melee.
  Normally the jinsul commander faces the PCs alone, but if the 
  jinsul fleet is present, add one lower-CR jinsul of the indicated 
  type to the encounter. 
  
  STARFINDER SOCIETY SCENARIO
  32
  I. JINSUL HEADQUARTERS
  PATHFINDER FLIP-MAT: TECH DUNGEON
  1 SQUARE = 5 FEET
  JINSULS
  PCS
  
  FATE OF THE SCOURED GOD
  33
  SUBTIER 1–2 (CR 3)
  JINSUL BOSS 
  CR 3 
  HP 40 (see page 52)
  JINSUL WARRIOR 
  CR 1 
  HP 20 (see page 53)
  SUBTIER 3–4 (CR 5)
  JINSUL CRUSADER 
  CR 5 
  HP 70 (see page 57)
  JINSUL TERMINATOR 
  CR 3 
  HP 40 (see page 59)
  SUBTIER 5–6 (CR 7)
  JINSUL CHAMPION 
  CR 7 
  HP 105 (see page 63)
  JINSUL GROUND TROOPER 
  CR 5 
  HP 70 (see page 64)
  SUBTIER 7–8 (CR 9)
  JINSUL SAVANT 
  CR 9 
  HP 145 (see page 70)
  JINSUL STALWART 
  CR 7 
  HP 105 (see page 71)
  SUBTIER 9–10 (CR 11)
  JINSUL GURU 
  CR 11 
  HP 180 (see page 76)
  JINSUL MYRMIDON 
  CR 9 
  HP 45 (see page 77)
  SUBTIER 11–12 (CR 13)
  JINSUL GODCALLER 
  CR 13 
  HP 225 (see page 83)
  JINSUL HONORGUARD 
  CR 11 
  HP 185 (see page 84)
  Development: When the PCs slay the jinsuls, the delay in 
  artillery fire affords their fellow Starfinders enough cover to storm 
  the fortress and capture it. The PCs’ comrades-in-arms cheer them 
  as they occupy the fort, especially Radaszam, who claps each PC 
  hard on the shoulder (or gives a knowing nod) in congratulations. 
  Reporting: If the PCs successfully capture the fortress, the table 
  should report a success for Mission 4.
  ACTION MISSION 5: STOP THE 
  MOLE
  Celita briefs the PCs from her starship orbiting Agillae-4.
  Celita glares at a holographic image of a bat-like, winged 
  humanoid, its scalp sprouting dozens of small mushroom 
  caps. “This traitor is Tsimtsara, a nelentu from the Kreiholm 
  Freehold that has been selling our secrets to the jinsuls. I do 
  not know why she would betray us, but her treachery has cost 
  dozens of Starfinders their lives and continues to put others in 
  danger. Our Kreiholm allies shared the last-known destination 
  coordinates of Tsimtsara’s starship, which indicate that she 
  is hiding somewhere on Agillae-4. Track down the traitor and 
  stop them.”
  Celita provides a stolen jinsul shuttle to help the PCs 
  reach and depart Agillae-4. The location of the coordinates 
  is more dilapidated and sparsely populated, a contrast to the 
  communications tower the Starfinders previously infiltrated in 
  the scout mission (if they participated in that mission). 
  J. FINDING TSIMTSARA
  The PCs must track down Tsimtsara, who is hiding out among 
  the ramshackle buildings until the war is over. Tracking Tsimtsara 
  requires a series of skill checks, which PCs typically must 
  attempt individually. The PCs can find and follow a trail of hair 
  and discarded fungus tendrils with a successful Hard Perception 
  or Average Survival check; this check can be assisted using aid 
  another. The PCs must succeed at either of these checks twice to 
  pursue the lead without incident, otherwise any PC that fails an 
  Average Fortitude save contracts leprosy (Starfinder Core Rulebook 
  418) from the surrounding detritus. The trail eventually leads the 
  PCs to an elevated building complex, requiring a Hard Acrobatics 
  or Average Athletics check to reach. All PCs must succeed at 
  either check independently, but once a PC succeeds, the other 
  PCs gain a +4 bonus from the first successful PC who helps from 
  the top. Failing to scale the building results in the PC hurting their 
  limbs on the construction, taking 1d4 × APL damage (Easy Reflex 
  half). Finally, the PCs can either attempt a Hard Stealth check to 
  approach the traitor sneakily, or attempt a Hard Intimidate check 
  to ambush her with an aggressive entrance. Any PC who succeeds 
  at either of these checks can act in the surprise round. 
  Creatures: Tsimtsara is a violent zealot, closing the distance to 
  vulnerable PCs using her wings. If confronted about her treachery, 
  Tsimtsara laments her people ever having left the Scoured Stars 
  and sees Dhurus as a messiah destined to bring the nelentus home. 
  Normally Tsimtsara faces the PCs alone, but if the jinsul fleet 
  is present, add one jinsul of the indicated type to the encounter. 
  This jinsul is Tsimtsara’s handler and is meeting with her when 
  the PCs arrive.
  
  STARFINDER SOCIETY SCENARIO
  34
  J. FINDING TSIMTSARA
  1 SQUARE = 5 FEET
  JINSULS
  STARFINDER FLIP-MAT: SPACEPORT
  PCS
  
  FATE OF THE SCOURED GOD
  35
  Fitch
  SUBTIER 1–2 (CR 3)
  TSIMTSARA 
  CR 3 
  HP 40 (see page 54)
  JINSUL MAGE 
  CR 1 
  HP 16 (see page 52)
  SUBTIER 3–4 
  (CR 5)
  TSIMTSARA 
  CR 5 
  HP 70 (see page 60)
  JINSUL BOSS 
  CR 3 
  HP 40 (see page 57)
  SUBTIER 5–6 (CR 7)
  TSIMTSARA 
  CR 7 
  HP 105 (see page 66)
  JINSUL CRUSADER 
  CR 5 
  HP 70 (see page 63)
  SUBTIER 7–8 (CR 9)
  TSIMTSARA 
  CR 9 
  HP 145 (see page 72)
  JINSUL CHAMPION 
  CR 7 
  HP 105 (see page 69)
  SUBTIER 9–10 (CR 11)
  TSIMTSARA 
  CR 11 
  HP 180 (see page 78)
  JINSUL SAVANT 
  CR 9
  HP 145 (see page 77)
  SUBTIER 11–12 (CR 13)
  TSIMTSARA 
  CR 13 
  HP 225 (see page 85)
  JINSUL GURU 
  CR 11 
  HP 180 (see page 83)
  Development: With Tsimtsara’s defeat, the jinsuls no longer know 
  the Society’s whereabouts. The PCs rejoin Celita without incident.
  Reporting: If the PCs kill or capture Tsimtsara, the table should 
  report a success for Mission 5.
  PART 3: WAR OVER 
  BASTIAR-5
  The transition to Part 3 occurs 150 minutes after the 
  start of the scenario, or when all action missions are 
  completed, whichever comes first. At this stage, the 
  Starfinder fleet gains the upper hand, forcing the 
  jinsuls to retreat and circle their remaining forces 
  around their defensive focus: Bastiar-5, the planet 
  that houses the slumbering god Kadrical. This prompts 
  the Starfinders to launch a final strike against the 
  jinsuls, manifesting as a hard stop to Part 2 that 
  immediately shifts the House to Part 3. 
  Overseer GMs should read the following 
  to begin the transition.
  First Seeker Luwazi Elsebo 
  communicates to the fleet. 
  “Starfinders, the jinsuls are 
  on the run and retreating to 
  surround Bastiar-5. They have 
  concentrated all their remaining 
  forces around this planet, which is exuding 
  a high level of mystical energy. We suspect 
  that Dhurus is here, harnessing Kadrical’s 
  energy for its as-yet-unknown endgame. 
  We must descend on Bastiar-5 and stop whatever Dhurus is 
  planning, but to do that we must first pierce through what’s 
  left of that jinsul fleet. Starfinders, abandon your missions and 
  prepare for our final offensive!”
  Table GMs have 5 minutes to wrap up their current encounters. 
  Once this time has elapsed, the Overseer GM reads the following 
  to transition to Part 3.
  The Starfinder fleet converges as it approaches Bastiar-5, 
  forming an arrowhead pointed directly at the barren planet. 
  Between the Starfinders and the planet gathers a swarm of 
  waiting jinsul ships, from small tactical strikers to an ominously 
  large capital dreadnought. Writhing shapes are visible along the 
  jinsul command vessel’s prow, each impaled by a vicious, violet 
  metal spike. Smaller jinsul ships move to take up supporting 
  positions around the immense vessel.
  First Seeker Jadnura broadcasts to the allied fleet. “Every 
  minute that goes by, Dhurus grows stronger, and the jinsuls 
  seem intent on slowing us down. Strap in for some intense 
  combat, Starfinders. We should have enough strength left if we 
  play it smart and—” He trails off as the colossal Master of Stars 
  breaks from the Starfinder fleet to confront the jinsuls alone.
  Fitch appears on the viewscreens. “That’ll take too long. I’ll 
  take on the jinsul fleet on my own, and while they’re busy, you 
  slip past with the smaller ships!” She types in several commands 
  before adding, “Guess I’m glad I left the kids back on Absalom 
  Station” and signing off.
  
  STARFINDER SOCIETY SCENARIO
  36
  Master of 
  Stars
  Jadnura clasps one fist and nods appreciatively at her bold 
  strategy before Luwazi Elsebo interrupts. “Jadnura, no. There 
  are too many jinsuls, even for the Master of Stars!”
  But Jadnura only shakes his head before responding solemnly, 
  “Luwazi…the choice to depart the known, to witness the 
  unknown, to risk everything so that others might persevere—
  you know as well as anyone that being a Starfinder is always 
  about choices. And now that choice is ours.”
  Table GMs, solicit a vote from your players for which action 
  to take.
  At this point, Table GMs ask their players to vote on which 
  strategy they want to take: attack Bastiar-5 immediately, or help 
  Fitch and the Master of Stars destroy the jinsul fleet. Once the 
  table reaches a decision, the Table GM informs HQ of their table’s 
  decision via a clear binary system, such as raising either an open 
  hand or a fist, or displaying one of two different colored index 
  cards (as predetermined by the Overseer GM). Tables with tied 
  votes defer to attacking Bastiar-5 immediately. HQ documents 
  the House’s collective decision over no more than 2 minutes.
  For larger events (in excess of 15 tables) it is advised to do a Yea/
  Nay system, where the Overseer GM asks all Nays (those seeking 
  to not help Fitch) to report verbally, followed by requesting the 
  Yeas (those who stay to help the Master of Stars) report. This 
  system can be used for dramatic effect during such large events.
  If the House elects to let Fitch take the brunt of the attack and 
  move to Bastiar-5 without supporting the Wayfinders’ leader, the 
  Overseer GM reads the following.
  First Seeker Luwazi addresses the fleet. “Stopping Dhurus 
  is our primary objective, and we can’t waste more time than 
  necessary fighting starships. The Master of Stars can hold the 
  line; it will have to. Starfinders, do what you must to cut past 
  the jinsuls’ defensive line and get to Bastiar-5!”
  Table GMs, the Jinsul Advantage condition is in effect for 
  Part 4.
  If the House elects to help Fitch and the Master of Stars, the 
  Overseer GM reads the following. 
  First Seeker Jadnura addresses the fleet. “We will not leave 
  our comrades to confront this armada alone, even in a ship as 
  powerful as the Master of Stars. We are Starfinders, after all! 
  Agents, attack the peripheral crafts and leave the dreadnought 
  to Fitch and her team! Continue on to Bastiar-5 once we’ve 
  thinned their ranks.”
  Table GMs, the Deadlocked Fleets condition is in effect for 
  Part 4.
  TABLE GM INSTRUCTIONS
  When Part 3 begins, all encounters in Parts 1 and 2 immediately 
  end, and the PCs start aboard a fresh starship. Table GMs should 
  facilitate the table vote detailed above following the Overseer 
  GM’s prompt, then present the Part 3 starship encounter 
  based on the result announced by the Overseer GM’s follow-
  up announcement. PCs can take a 10-minute rest to recover 
  Stamina Points prior to Part 3, but they will not be able to do so 
  between each encounter during Part 4. Both fleets are present at 
  Bastiar-5 during Parts 3 and 4, providing their effects to the Part 
  3 encounter and modified effects during Part 4. 
  During the encounter, the Overseer GM might announce that 
  Part 4 encounters are unlocked. Once this occurs, players can 
  choose at any time to skip the Part 3 encounter and proceed 
  directly to Part 4, although completing the Part 3 encounter 
  still contributes to the House’s success, and the PCs should be 
  made aware of this.
  OVERSEER GM INSTRUCTIONS
  During Part 3, the Overseer GM should move both fleets to 
  Bastiar-5, then tally Starship successes and announce when 
  Part 4 encounters become unlocked. Starship successes should 
  continue being tallied after Part 4 encounters become unlocked, 
  as they may still contribute to a beneficial condition (see Part 4). 
  If the House does not achieve the requisite number of successes 
  to unlock Part 4 after 1 hour, the Overseer GM should 
  
  FATE OF THE SCOURED GOD
  37
  K. STARSHIP BLOCKADE
  STARFINDER FLIP-MAT: BASIC STARFIELD
  
  STARFINDER SOCIETY SCENARIO
  38
  announce that Part 4 has become unlocked regardless of the 
  current number of successes, although the success threshold 
  for completing the Starship mission remains the same. 
  Once the House reports a number of Starship successes equal 
  to one third (1/3) the number of tables, read the following aloud. 
  A path to the planet’s surface opens through the blockade 
  of jinsul starships, which has been weakened by relentless 
  Starfinder attacks. Part 4 encounters are now unlocked!
  STARSHIP MISSION:  
  PUNCHING THROUGH
  In order to reach Bastiar-5, the Starfinders must first fight past 
  the wall of starships the jinsuls prepared to slow their advance. 
  This encounter takes place against the backdrop of a massive 
  starship battle, with the Master of Stars trading fire with a jinsul 
  capital ship and hundreds of smaller ships weaving through the 
  chaos. The PCs concentrate on bringing down one jinsul ship at a 
  time from the armada blocking their way to the planet. 
  Until the Part 4 encounters become unlocked, each table can 
  complete this mission multiple times, effectively chipping away at 
  several enemy starships in the fleet. If a PC ship becomes disabled, 
  every PC aboard can spend 1 Resolve Point to restore 3 × their 
  starship’s tier in Hull Points to their ship and stay in the fight.
  K. STARSHIP BLOCKADE
  The difficulty of this encounter partially depends on the House’s 
  decision for how to approach Bastiar-5. 
  Boons: If a PC has Honorbound Allies slotted as a Starship 
  boon (see Starfinder Society Scenario #1–04: Cries from the Drift), 
  the Veskarium vessel Honorbound and its captain Yuluzak help 
  the PCs engage the jinsul starship by running interference. Each 
  round, the PC can choose between two benefits: either negate the 
  hazard’s negative effect on their starship, or reroll one gunnery 
  check a PC attempts that round. The reroll benefit can be used 
  only twice during this adventure.
  Hazard: The chaos of a massive starship battle presents its own 
  threats as the PCs concentrate on their chosen foe. At the end of 
  each round, roll 1d6. The following effect takes place the following 
  round. Checks provoked by these random elements do not require 
  starship combat actions to complete, unless specified otherwise.
  1: No special effect.
  2: Another ship darts through the area. The starship with more 
  Hull Points remaining (either the PCs’ or the jinsul vessel) takes a 
  –2 penalty to its pilot’s initiative check this round. 
  3: A nearby ship combusts, sending distracting shrapnel 
  everywhere. Both pilots must successfully perform a flyby stunt to 
  stay focused on the enemy. Failing this check means the opposing 
  ship can make a single free attack as normal for a failed flyby stunt, 
  regardless of its position relative to the ship.
  4: A capital weapon fires astray. Each starship loses all its Shield 
  Points in a random arc at the start of the round unless a science 
  officer succeeds at a Computers check against the DC to balance 
  shields. This takes up the science officer’s next action.
  5: An ally sends valuable information to the PCs’ ship. The 
  captain can make a free demand action, and they can use Bluff or 
  Diplomacy rather than Intimidate. This special demand does not 
  have a limit for use on a single character.
  6: A stray shot hits another target. One gunner from each ship 
  can fire a second time with any weapon on their ship. If the jinsul 
  gunner’s attack hits, the weapon inflicts half damage to the PCs’ 
  starship. If the PCs’ gunner hits, the weapon deals full damage to 
  a random arc of the jinsul starship at an adjacent table (PC gunner 
  determines adjacent table and arc damaged without conferring 
  with the table). GMs should send a runner to communicate this 
  damage to the adjacent table.
  Starship: If the House elected to go directly for the planet, the 
  PCs target a vulnerable point in the blockade, attacking a single 
  lower-tier starship. If they elected to fight alongside the Master 
  of Stars, they engage some of the strongest jinsul warships 
  to thin the fleet, encountering a single higher-tier starship. If 
  the PCs successfully complete this encounter and choose to 
  encounter additional ships to help unlock Part 4 or complete the 
  Starship mission, they face one of the lower-tier starships in each 
  additional encounter. Tables do not begin subsequent iterations 
  of this encounter with a fresh starship. 
  SUBTIER 1–2 (CR 1/2 OR CR 2)
  JINSUL BARB 
  TIER 1/2 
  HP 35 (see page 55)
  JINSUL BOMBARD 
  TIER 2 
  HP 40 (see page 55)
  SUBTIER 3–4 (CR 2 OR CR 4)
  JINSUL BOMBARD 
  TIER 2 
  HP 40 (see page 61)
  JINSUL HULLBREAKER 
  TIER 4 
  HP 65 (see page 61)
  SUBTIER 5–6 (CR 4 OR CR 6)
  JINSUL HULLBREAKER 
  TIER 4 
  HP 65 (see page 67)
  JINSUL IRRADIATOR 
  TIER 6 
  HP 85 (see page 67)
  SUBTIER 7–8 (CR 6 OR CR 8)
  JINSUL IRRADIATOR 
  TIER 6 
  HP 85 (see page 73)
  
  FATE OF THE SCOURED GOD
  39
  Dhurus
  JINSUL PLAGUEBRINGER 
  TIER 8 
  HP 190 (see page 73)
  SUBTIER 9–10 (CR 8 OR CR 10)
  JINSUL PLAGUEBRINGER 
  TIER 8 
  HP 190 (see page 80)
  JINSUL TRIUMPH 
  TIER 10 
  HP 190 (see page 81)
  SUBTIER 11–12 (CR 10 OR CR 12)
  JINSUL TRIUMPH 
  TIER 10 
  HP 190 (see page 87)
  JINSUL WARGOD 
  TIER 12 
  HP 255 (see page 88)
  Development: Disabling the jinsul ship helps chip away at 
  the armada keeping the Starfinders away from of Bastiar-5. 
  If Part 4 is already unlocked, defeating the ship helps protect 
  the Starfinders on the ground from the jinsul fleet’s harrying 
  fire. If the PCs’ starship is disabled and the PCs have no Resolve 
  Points to continue the fight, they can use escape pods to 
  proceed to Part 4 once those missions become unlocked, but 
  they cannot achieve any additional successes for Part 3. 
  Reporting: If the PCs defeat the starship, the table should 
  report a Starship mission success.
  PART 4: KADRICAL RISES
  Due to potential variation in time between tables 
  advancing, Table GMs should read the following 
  once their players begin Part 4.
  Landing sensor data streamed from the forward Starfinder 
  ships depicts a gray planet awash in a faint yellow glow, 
  its crust rippling with seismic energy. As the planet’s 
  surface appears on the viewscreen, a tiered pit 
  emerges, its sides pitching 
  downward so steeply they 
  seem to disappear into 
  the planet’s core. A 
  golden light rises from 
  the center, gradually 
  building 
  in 
  intensity 
  and illuminating a crowd 
  of frenzied jinsuls that 
  cavort around the perimeter. 
  As the First Seekers’ starship 
  lands near the pit, all onboard and personal 
  communications devices blaze with divine light and 
  shriek with feedback. Below, a titanic being that 
  vaguely resembles a jinsul with hundreds of eyes claws its 
  way out of the pit. Banners float around the being, as though 
  chronicling its many battle victories. The voice of the jinsul-
  thing reverberates through the wailing static, bellowing out a 
  challenge. “I AM DHURUS THE CONQUEROR! OUR DESTINY IS 
  IN REACH! GROVEL BEFORE—”
  Just then, a small figure emerges from the dust on the ruined 
  planet below, walking out from a dust storm toward the jinsul 
  behemoth. As it walks, it doubles, then triples in size, with tendrils 
  of golden light floating off of it. The being, clearly a humanoid 
  android, takes on new features as it swells with divine light: 
  
  STARFINDER SOCIETY SCENARIO
  40
  the middle limbs of an izalguun, the four eyes of a mentrasi, and 
  the bat-like wings of a nelentu. Its many limbs pound the ground 
  in anger as it shouts, “And I am Ailuros, and I speak for those of 
  the Scoured Stars who reject your heresy, Dhurus!” 
  The two divine entities rush at each other and collide, 
  causing a shock wave of energy that topples nearby perimeter 
  structures as the two fall into the pit. As they descend, flashes 
  of light punctuate their battle. The pulsing static and piercing 
  feedback fade as communications devices return to normal. 
  First Seeker Jadnura takes advantage of the sudden opening, 
  shouting directions to those listening. “All Starfinders, advance 
  on the pit! We must stop Dhurus!”
  TABLE GM INSTRUCTIONS
  The Starfinders descend on Bastiar-5 and must help the divine 
  herald Ailuros (also known as Iteration-177) defeat the remaining 
  jinsuls before Dhurus fully awakens Kadrical’s power. Ailuros 
  valiantly wounds Dhurus in their opening skirmish, but the devices 
  fueling Dhurus’s siphoning of Kadrical’s divine energies and the 
  attacks of the elite jinsuls around the perimeter stop Iteration-177 
  from defeating Dhurus, leaving it up to the PCs to finish the job. 
  Table GMs should present their players with the three available 
  options for engaging Dhurus’s elite forces: clearing the Starfinder 
  landing sites, attacking the perimeter structures, or descending 
  into the pit. The themes and repeatability of these encounters 
  differ depending on which subtier the table is playing. Successes 
  for each mission contribute to enacting conditions that help each 
  subtier, detailed below. It is highly suggested the PCs take part 
  in the Rising God encounter as their first or second encounter 
  during this part of the adventure, as it showcases the major story 
  elements of the adventure.
  Taking a 10-minute rest is possible immediately after the first 
  completed mission, but not thereafter. Once the table completes 
  all three missions, the PCs can repeat certain encounters as 
  detailed to earn additional successes.
  Reporting Successes: Successes during Part 4 should be 
  reported using the same method as during Part 1.
  ANNOUNCED CONDITIONS
  There are six different conditions that the Overseer GM might 
  announce as the Starfinders complete missions in Parts 3 and 4.
  Deadlocked Fleets: The Starfinder and jinsul fleets clash in a 
  dead heat. Run Part 4 encounters without modification for fleets.
  Frayed Leadership: The jinsul leaders lose control of their units 
  and become reckless. Enemies in Subtiers 5–6 and 7–8 cannot 
  benefit from less than total cover, and suffer a –2 penalty to EAC, 
  KAC, attack rolls, save DCs, skill checks, and saving throws. 
  Jinsul Advantage: The jinsul fleet has the upper hand in the skies 
  over Bastiar-5. Run Part 4 encounters with the modifications for the 
  jinsul fleet listed on page 6 and those provided in each encounter.
  Routed Infantry: Jinsul ground troops have lost faith and flee 
  the battle in droves. Enemies in Subtiers 1–2 and 3–4 gain the 
  shaken condition, and any successful attack against them has a 
  25% chance to become a critical hit. 
  Starfinder Advantage: The Starfinder fleet has broken the 
  jinsul starship blockade and supports the battle from the skies. 
  Run Part 4 encounters with the modifications for the Starfinder 
  fleet described on page 6.
  Weakened Herald: Dhurus’s radiance wavers, rendering it and its 
  minions vulnerable. Enemies in Subtiers 9–10 and 11–12 have only 
  a 25% chance each round to benefit from any of their defensive 
  abilities besides DR, immunities, and the unflankable ability.
  OVERSEER GM INSTRUCTIONS
  During Part 4, the Overseer GM tallies the different successes 
  reported. When the House accumulates the requisite number of 
  successes for a particular mission, the Overseer GM announces 
  that the mission is completed (see the respective missions’ 
  announcements below); in the case of only the Starship mission, 
  this immediately locks access to the mission, although Tables 
  currently completing that mission may finish the encounter, their 
  success counted toward to a randomly determined open mission. 
  Once the House reports a number of successes for a mission 
  equal to half (1/2) the number of tables, that mission is complete. 
  If the House elected to go directly for the planet and completes 
  the Starship mission, read the following aloud.
  A critical mass of jinsul ships explodes under a withering hail of 
  Starfinder attacks, evening the odds between the two warring 
  fleets overhead. The heavily damaged Master of Stars fights on.
  Table GMs, the Starship mission is closed and the Deadlocked 
  Fleets condition is now in effect.
  If the House elected to fight alongside the Master of Stars and 
  completes the Starship mission, read the following aloud.
  The jinsul capital ship explodes, sending the surrounding ships 
  fleeing into space and allowing the Starfinder fleet to provide air 
  support on Bastiar-5.
  Table GMs, the Starship mission is closed and the Starfinder 
  Advantage condition is now in effect.
  When the Landing mission is completed, read the following 
  announcement aloud.
  The Starfinders scatter the jinsul infantry, allowing the junior 
  agents to gain ground.
  Table GMs, the Routed Infantry condition is now in effect.
  When the Perimeter mission is completed, read the following 
  announcement aloud.
  The jinsul high command collapses as Kadrical’s blessing wanes, 
  affording veteran Starfinders an opening to strike.
  Table GMs, the Frayed Leadership condition is now in effect.
  
  FATE OF THE SCOURED GOD
  41
  L. LANDING SITE
  STARFINDER FLIP-MAT: ASTEROID
  1 SQUARE = 5 FEET
  JINSULS
  PCS
  
  STARFINDER SOCIETY SCENARIO
  42
  When the Herald mission is completed, read the following aloud.
  The energy emanating from Dhurus and its hierocrats ripples and 
  wanes, indicating their vulnerability to elite Starfinders’ attacks. 
  Table GMs, the Weakened Herald condition is now in effect.
  MISSION: GROUND CONTROL
  Starfinders who reach Bastiar-5’s surface must secure the landing 
  area for their allies. Vehicle-riding jinsuls infest the terrain 
  surrounding the pit, acting to repel approaching Starfinders 
  unless the PCs eliminate them. 
  L. LANDING SITE
  The planet’s surface is rugged and desolate. Cliffs and ridges 
  stand 20 feet high and can be scaled with Easy Athletics checks.
  Creatures: Conveyed by powerful vehicles, Dhurus’s elite 
  warriors advance on the PCs. They use their vehicles as strategically 
  as possible to either keep their distance from melee-savvy enemies 
  or to run over groups of vulnerable-looking PCs. Two jinsuls crew 
  each vehicle, except for the assault enercopter in Subtiers 9–10 and 
  11–12, which carries all the jinsuls in the encounter.
  If the Jinsul Advantage condition is active, add one jinsul to the 
  crew of each vehicle (two jinsuls in Subtier 11–12).
  SUBTIER 1–2 (CR 3)
  JINSUL CRAWLER CREW (2) 
  CR 1 
  HP 17 each (see page 52)
  STREET CRAWLER 
  CR — 
  HP 24 (see page 54)
  SUBTIER 3–4 (CR 5)
  JINSUL CRAWLER CREW (4) 
  CR 1 
  HP 17 each (see page 57)
  STREET CRAWLERS (2) 
  CR — 
  HP 24 each (see page 59)
  SUBTIER 5–6 (CR 7)
  JINSUL WALKER CREW (2) 
  CR 5 
  HP 65 each (see page 65)
  TACTICAL WALKER  
  CR — 
  HP 105 (Starfinder Armory 139; see page 66)
  SUBTIER 7–8 (CR 9)
  JINSUL WALKER CREW (4) 
  CR 5 
  HP 65 each (see page 71)
  TACTICAL WALKERS (2)  
  CR — 
  HP 105 (Starfinder Armory 139; see page 72)
  SUBTIER 9–10 (CR 11)
  ASSAULT ENERCOPTER  
  CR — 
  HP 200 (Starfinder Armory 137; see page 74)
  JINSUL CHOPPER CREW (3) 
  CR 8
  HP 115 each (see page 75)
  SUBTIER 11–12 (CR 13)
  ASSAULT ENERCOPTER  
  CR — 
  HP 200 (Starfinder Armory 137; see page 81)
  JINSUL CHOPPER CREW (6) 
  CR 8 
  HP 115 each (see page 82)
  Development: Killing the jinsuls opens the area for another 
  Starfinder ship to land, allowing for reinforcements to bolster the 
  assault on the central pit. Tables can repeat this encounter by 
  clearing another landing site, although each repeated encounter 
  includes additional jinsuls as if the Jinsul Advantage condition 
  were in effect. 
  Reporting: If the PCs defeat the jinsuls, the table should report 
  a Landing mission success.
  MISSION: PERIMETER SIEGE
  Several elite jinsul commanders fend off Starfinder forces from the 
  fortifications built around the edge of the pit. As the Starfinders 
  gain ground, the jinsuls retreat into the lower levels of the 
  structure, making them easy targets for the PCs. 
  M. FORTIFICATION BASEMENT
  The PCs enter this underground chamber from the southwest edge 
  of the map. The chambers are dark, and the metal walls rise to the 
  ceiling 20 feet overhead. 
  Creatures: One jinsul officer remains in the lower level of the 
  building, bolstered by a suit of powered armor and some conjured 
  infernal bodyguards.
  If the Jinsul Advantage condition is active, add one jinsul to the 
  encounter (in Subtier 1–2, add one devil from Subtier 3–4 instead). 
  SUBTIER 1–2 (CR 3)
  JINSUL ARMORED PRIEST 
  CR 3 
  HP 32 (see page 52)
  SUBTIER 3–4 (CR 5)
  DEVILS, SMALL (2) 
  CR 1 
  HP 20 each (see page 56)
  
  FATE OF THE SCOURED GOD
  43
  M. FORTIFICATION BASEMENT
  PATHFINDER FLIP-MAT: TECH DUNGEON
  1 SQUARE = 5 FEET
  JINSULS
  PCS
  
  STARFINDER SOCIETY SCENARIO
  44
  N. KADRICAL’S SANCTUM
  1 SQUARE = 5 FEET
  
  FATE OF THE SCOURED GOD
  45
  COMMUNING WITH 
  KADRICAL
  PCs in Subtiers 1–2 and 3–4 using the devices can briefly 
  commune with Kadrical’s waking consciousness, provoking 
  the roused god to ask one of the following questions. 
  Answering the question and succeeding at a skill check 
  means the communing effort is successful. GMs can reward 
  inspired roleplaying in response to the questions with a +2 
  bonus to a check.
  Who are you strange newcomers? PCs can appeal to 
  Kadrical’s portfolio of preservation with a Hard Culture 
  check, or make a positive impression with a Hard Diplomacy 
  check. Embellishing their answers with details about the 
  Pact Worlds lowers the DCs to Average. Succeeding at 
  either prompts the god to welcome his new subjects and 
  second-guess his past decisions to shield his people from all 
  that lies beyond the Scoured Stars.
  Where are my heralds? PCs can evade the question 
  with a Hard Bluff check, or they can answer truthfully with 
  relevant detail with a Hard Mysticism check. Describing 
  past encounters with Ailuros and Dhurus lowers the DCs to 
  Average. Succeeding at either causes Kadrical to voice his 
  reservations about his herald of conquest, who has become 
  corrupted by chaos and ambition. 
  Where are my worshippers? PCs can emphasize his 
  people’s desire for freedom with a Hard Intimidate check, or 
  vividly describe life beyond the Scoured Stars with a Hard 
  Life Science or Physical Science check. Including firsthand 
  information about former Scoured Stars races lowers the 
  DCs to Average. Succeeding at either calms Kadrical, who 
  acknowledges that he only ever meant to protect his faithful 
  and just wants for them to be happy and safe.
  JINSUL ARMORED PRIEST 
  CR 3 
  HP 32 (see page 56)
  SUBTIER 5–6 (CR 7)
  DEVILS, MEDIUM (2) 
  CR 3 
  HP 40 each (see page 62)
  JINSUL WARPRIEST 
  CR 5 
  HP 60 (see page 65)
  SUBTIER 7–8 (CR 9)
  DEVILS, LARGE (2) 
  CR 5 
  HP 70 each (see page 68)
  JINSUL DOOM PROPHET 
  CR 7 
  HP 90 (see page 69)
  SUBTIER 9–10 (CR 11)
  JINSUL HIEROCRAT 
  CR 9
  HP 120 (see page 77)
  WARMONGER DEVILS (2) 
  CR 7
  HP 105 each (Starfinder Alien Archive 2 36; see page 79)
  SUBTIER 11–12 (CR 13)
  JINSUL HIGH PRIEST 
  CR 11 
  HP 155 (see page 84)
  WARMONGER DEVILS (4) 
  CR 7
  HP 105 each (Starfinder Alien Archive 2 36; see page 86)
  Development: Killing the jinsul officers weakens the defenses 
  surrounding the pit, allowing other Starfinders to enter the area 
  relatively easily. Tables can repeat this encounter by attacking a 
  different structure, although each repeated encounter includes 
  one additional jinsul.
  Reporting: If the PCs defeat the jinsuls, the table should report 
  a Perimeter mission success.
  MISSION: RISING GOD
  Deep within the excavated pit, the jinsuls exposed a sacred 
  chamber of raised stones. They installed five technomagical 
  devices to amplify Kadrical’s power and siphon it into Dhurus, 
  causing the planet’s seismic tremors along with other side effects. 
  This is where Dhurus and Ailuros clashed in their epic showdown 
  before the Starfinders arrived, leaving both divine heralds 
  severely wounded.
  This encounter features noteworthy differences depending on 
  the table’s subtier. 
  N. KADRICAL’S SANCTUM
  As the PCs descend the pit and enter this area, GMs should read 
  or paraphrase the following.
  A miasma of golden energy obscures the floor of this exposed 
  chamber, covering it as if it were a mist and shrouding the 
  bases of numerous stone columns and earthworks that 
  bloom from the ground. Five bizarre devices stand embedded 
  in the stone atop the monoliths, their sigil-ridden circuitry 
  thrumming with energy seemingly extracted from the very 
  soil beneath them. Several columns lie toppled in what seems 
  to be the wake of a massive struggle. The limp form of what 
  was once the divine herald Ailuros lies motionless against 
  a mesa.
  
  STARFINDER SOCIETY SCENARIO
  46
  The features of the earthen terrain remain consistent across all 
  subtiers. Standing columns are 30 feet tall, and creatures can share 
  their spaces with no penalty; Medium or smaller creatures that share 
  a square with a column gain cover. Each column has 100 Hit Points, 
  and hardness 10; if destroyed, it topples away from the last source 
  of damage. Toppled columns function as low walls. Ramps, including 
  the bridge to the center mesa and columns leaning against mesas, 
  function as difficult terrain. All mesas stand 30 feet tall except the 
  center mesa and the one Ailuros leans against, which stand 60 feet 
  tall. Climbing the side of a mesa requires a successful Easy Athletics 
  check. Ailuros’s torso functions as a standing column, while their legs 
  function as toppled columns. If Ailuros’s torso takes 100 damage, 
  they topple over like a 20-foot tall column, unconscious but still alive.
  Boons: If a PC has the High Society Influence (Iteration-177) 
  Ally boon slotted (see Starfinder Society Scenario #1–05: The 
  First Mandate), Ailuros grants them some of their little remaining 
  magical energy. Up to three times during the encounter, the 
  PC can cast dimension door as a spell-like ability, using their 
  character level as their caster level. 
  If a PC has the Iteration-177’s Attention Ally boon slotted (see 
  Starfinder Society Scenario #1–11: In Pursuit of the Scoured Past), 
  the divine herald suffuses the PC’s memory with divine power, 
  manifesting as a magical effect for the duration of the encounter. 
  Choleric memories grant the benefit of resistant armor (lesser 
  resistant armor in Subtiers 1–2 and 3–4, greater resistant armor in 
  Subtiers 9–10 and 11–12). Melancholic memories either grant the PC 
  spell resistance equal to 10 plus their character level (in Subtiers 
  1–2, 3–4, 9–10, and 11–12), or they grant all of the PC’s weapons 
  the benefits of the frost weapon fusion (in Subtiers 5–6 and 7–8). 
  Phlegmatic memories grant the benefit of shield other, with Ailuros 
  taking half the damage (up to 100 damage before they collapse 
  as described above). For sanguine memories, the PC can gain the 
  benefits of greater remove condition at the start of their turn up to 
  three times during the combat.
  If a PC has the Surviving Companion boon (see Starfinder 
  Society Scenario #1–23: Return to Sender) then the alien creature 
  accompanying you decides to curiously inspect the devices. You 
  can reroll one skill check to interface with the devices during the 
  course of this encounter, as your alien companion inadvertently 
  assists you with its meddling.
  Devices: The hybrid devices affixed to the mesas empower and 
  influence the enemies here, depending on the given group’s subtier.
  Subtiers 1–2 and 3–4: The devices forcibly awaken Kadrical’s 
  consciousness, fueling Dhurus’s ascension and manifesting a 
  monster from the deity’s irritated psyche. A jinsul stands at each 
  of the devices, having already calibrated them to fuel Dhurus’ 
  ascension. At the start of combat, all five devices act in unison 
  to dampen the dream monster, imposing the confused condition 
  but always with the babbling incoherently result. If attacked, the 
  dream monster stops babbling and attacks whoever attacked it.
  PCs who interact with the devices recognize they can use them to 
  commune with Kadrical. A PC can operate one of the devices as a full 
  action, communing with Kadrical’s consciousness as detailed in the 
  sidebar on page 45. If the communing effort is successful, the device 
  reverses the jinsuls’ actions and the dream monster immediately 
  loses one-third of its current Hit Points. If the communing fails, 
  then the dream monster stops babbling incoherently and begins 
  attacking the PC who attempted to activate the device. A specific 
  device used to successfully commune with Kadrical can’t be used to 
  do so again for the remainder of the encounter.
  Subtiers 5–6 and 7–8: The devices steadily heal Dhurus, but drops 
  of its blood can be used to disable them. If a godblood is adjacent 
  to a device, a PC can attempt a Hard Computers, Engineering, Life 
  Science, Medicine, or Mysticism check as a full action to disable the 
  device, permanently destroying the ooze in the process. 
  Subtiers 9–10 and 11–12: The devices fuel Dhurus’s divine might. As 
  a full action, a PC can attempt to disable a device by attempting two 
  different Hard skill checks: Computers, Engineering, Life Science, 
  Mysticism, Physical Science, or Piloting. Alternatively, a device can 
  be destroyed in the same manner as a standing column. For each 
  device disabled or destroyed, Dhurus permanently loses one of the 
  following abilities, determined randomly: divine turbocharge, font 
  of immortality, all energy resistances, spell resistance, or the DCs of 
  Dhurus’s spell-like abilities are all reduced by 4.
  Creatures: Ailuros (Iteration-177) lies on the ground, overwhelmed 
  by their battle with Dhurus. No amount of healing the PCs have 
  can move Ailuros or restore them to fighting strength at this time, 
  although restoring any of their Hit Points prompts them to faintly 
  describe the function of the devices, detailed above, before fading 
  back into unconsciousness. The other creatures in the encounter 
  vary depending on the table’s subtier. No additional creatures are 
  present under the Jinsul Advantage condition, although all NPCs 
  still gain the benefit of covering fire if that condition is in effect. 
  Subtiers 1–2 and 3–4: One jinsul stands at each device, using 
  full actions each turn to control it unless attacked. At ground 
  level is a horrific monster manifested from Kadrical’s disturbed 
  dreams—a towering bulky figure with the wings of a nelentu, the 
  torso of an izalguun, and a head that resembles a complete jinsul. 
  If the dream monster is destroyed, the devices all power down, 
  prompting the jinsuls to flee.
  Subtiers 5–6 and 7–8: Three drops of Dhurus’s blood, given life 
  by the devices’ healing power, animate into ooze-like monstrosities 
  that resemble amorphous, glowing, jinsul-shaped nuclei contained 
  within viscous bloody membranes. They viciously attack the 
  PCs, following instinct to overwhelm their foes. A PC can move 
  an unconscious abomination up to their speed with an Easy 
  Athletics or Acrobatics check, or by creatively and appropriately 
  utilizing spells or equipment. Note that the godbloods count as 
  extensions of Dhurus for the purpose of the Jinsul Witness boon 
  (see Starfinder Society Scenario #1–34: Heart of the Foe).
  Subtiers 9–10 and 11–12: The Starfinders encounter Dhurus 
  itself. Although Dhurus’s battle with Ailuros was intense and 
  rendered it greatly weakened, support from Dhurus’s devices and 
  minions allowed it to narrowly overcome the other herald, leaving 
  it still standing in its current state. Dhurus eagerly rushes forth 
  to crush the PCs.
  
  FATE OF THE SCOURED GOD
  47
  SUBTIER 1–2 (CR 5)
  DREAM MONSTER 
  CR 5 
  HP 72 (see page 51)
  JINSUL TACTICIANS (5) 
  CR 3 
  HP 32 each (see page 53)
  SUBTIER 3–4 (CR 7)
  JINSUL SERGEANTS (5) 
  CR 5 
  HP 60 each (see page 58)
  VIVID DREAM MONSTER 
  CR 7 
  HP 105 (see page 60)
  SUBTIER 5–6 (CR 8)
  GODBLOOD HORRORS (3) 
  CR 5 
  HP 70 each (see page 62)
  SUBTIER 7–8 (CR 10)
  GODBLOOD ABOMINATIONS (3) 
  CR 7 
  HP 105 each (see page 69)
  SUBTIER 9–10 (CR 12)
  DHURUS 
  CR 12
  HP 200 each (see page 75)
  SUBTIER 11–12 (CR 14)
  DHURUS 
  CR 14 
  HP 250 each (see page 81)
  Development: Overcoming the creatures in the pit helps cut 
  the jinsuls off from Kadrical’s power, weakening their highest-
  level leadership. Tables in Subtiers 1–2, 3–4, 5–6, and 7–8 can 
  repeat this encounter, although successive encounters either 
  include one additional godblood (for Subtiers 5–6 and 7–8), or 
  the jinsuls’ control of the devices prompts the dream monster to 
  attack the PCs instead of babble (in Subtiers 1–2 and 3–4).
  Reporting: If the PCs defeat the manifestations of Kadrical’s 
  divinity—the dream monster, the godbloods, or Dhurus—the table 
  should report a Herald mission success.
  CONCLUSION
  At a point 75 minutes after Part 4 becomes unlocked (or when 
  the House completes all three Part 4 missions, whichever 
  happens first), the Overseer GM should read the following text 
  to conclude the action at each table and begin wrapping up the 
  adventure for the House.
  The tension in the atmosphere surrounding Bastiar-5 eases as 
  the golden energy enveloping it withdraws into the immense 
  pit. The receding light sweeps away the jinsul fortifications, 
  restoring the planet’s natural, rugged terrain. The remaining 
  jinsul forces scatter, soldiers scurrying toward the horizon and 
  starships fleeing into the Drift. Across a battlefield strewn with 
  dead and wounded bodies, Starfinders cheer at the sight of the 
  retreating enemy.
  As the Starfinder fleet regroups, the communication screens 
  light up with the image of both First Seekers, the various faction 
  leaders, and numerous venture-captains. Luwazi Elsebo, front 
  and center, beams with pride. “Agents, we stand together in the 
  midst of our Society’s most glorious victory to date! Today, we 
  have risen from the ashes of our previous failures, stronger and 
  more united than ever before! Not even an army of bloodthirsty 
  jinsuls, with an armada and the power of a waking god at their 
  backs, could defeat us!”
  Jadnura nods. “We have indeed accomplished much, but 
  there is more in our future. With Dhurus defeated, the Scoured 
  Stars are safe, but only so long as others don’t seek to foolishly 
  unlock their secrets. Coming here was my mission as First 
  Seeker, and while I have succeeded, I intend to continue seeing 
  this mission through. I shall remain in this system, communing 
  with the waking Kadrical and standing sentinel over others who 
  would disturb this site. My time as First Seeker has truly ended.”
  Luwazi’s smile softens as she looks at Jadnura, and after a 
  moment she speaks. “As for me, my only goal as First Seeker 
  was to rebuild the Starfinder organization and rescue those we 
  had lost. I can say that our organization is stronger than ever, 
  boosted by powerful allies and friends. While I cannot think of 
  a higher note to end on, I do not believe the time has come for 
  me to step down, but instead I shall stay on a short while longer 
  to ease the transition to a new First Seeker. I cannot wait to see 
  where our remarkable society goes next under new leadership. 
  Perhaps someone currently among our ranks will be the next to 
  choose our heading? You’ve all certainly demonstrated that you 
  have what it takes. But that can be our first order of business 
  once we return home. For now, we tend to our wounded, we 
  recover, and we celebrate!”
  And so the Starfinders head for home. Table GMs, begin filling 
  out Chronicle sheets. All players, please stick around for this 
  adventure’s conclusion.
  FINAL CLOSING
  The Overseer GM should close the event, thank the Table GMs for 
  their hard work, thank the players for supporting the Starfinder 
  Society Roleplaying Guild, and provide GMs and Players with 
  instructions for submitting reporting sheets and exiting the event. 
  Remind the players that for completing this adventure, they 
  each earn all boons on their Chronicle sheet except the Slayer of 
  Godspawn boon, which can be obtained only by players at Subtiers 
  9–10 and 11–12. Table GMs should take this opportunity to review 
  
  STARFINDER SOCIETY SCENARIO
  48
  this boon with players who have earned it, especially for those 
  who have previously played Starfinder Society Scenario #1–99: The 
  Scoured Stars Invasion and are eligible for the second option on 
  this adventure’s Chronicle sheet. A PC earning this benefit should 
  be instructed to apply their XP one at a time and then check their 
  current level to determine the appropriate amount of credits earned.
  EPILOGUE
  The Overseer GM can read the following text to finalize the event 
  and foreshadow the upcoming events of the next season. 
  Days after its momentous victory in the Scoured Stars, the 
  Starfinder Society fleet emerges from the Drift near Absalom 
  Station. With their deeds relayed through Drift beacons, the 
  crews of the returning vessels begin tuning into the local 
  infosphere to hear the Pact World’s response to the Society’s 
  victory in the Scoured Stars. The reactions flood in.
  “I, for one, believe that an organization that can amass that 
  many military-grade resources needs to be held on a tighter leash.”
  “Didn’t the Pact Council vote not to interfere in the Scoured 
  Stars? Who do these Starfinders think they are?”
  “Yeah, the Strawberry Machine Cake concert rescue was 
  pretty great… but what if it were a Starfinder setup, to help 
  justify their little war?”
  “Does anyone know what the jinsuls did to us? I mean, I heard 
  that the jinsuls were a peaceful civilization, and the Starfinders 
  just wanted to pillage their homeland.”
  All over the Starfinder comm channels, pundits and social 
  media stars relay similar questions and messages of dismay at 
  the Society’s recent actions. Moments later, First Seeker Luwazi 
  Elsebo sends out a fleet wide broadcast. “Starfinders, it’s clear 
  that we’ve not returned to the hero’s welcome we hoped for. 
  In fact, it looks as though we’re the target of some sort of 
  coordinated media attack, as organizations we’ve never had any 
  dealings with are smearing our recent triumphs. Fear not, this is 
  just another challenge for us to overcome, and perhaps the next 
  few months will be well-spent polishing the reputation these 
  hidden attackers have sought to so recklessly tarnish.” 
  REPORTING NOTES
  If the players at your table voted to assist the Master of Stars in 
  Part 3, check box A on the reporting sheet. If they voted not to 
  help, check box B.
  SUCCESS CONDITIONS
  For participating in this adventure, each PC earns 2 Fame and 
  2 Reputation for any factions associated with their currently 
  slotted Faction boon.
  FACTION NOTES
  Completing this scenario contributes directly to the First Seekers’ 
  goals. Each PC earns 1 additional Reputation with the Second 
  Seekers (Luwazi Elsebo) and the Second Seekers (Jadnura) 
  factions, in addition to any other Reputation earned as a result of 
  completing this scenario.
  
  FATE OF THE SCOURED GOD
  49
  HANDOUT #1: AID TOKEN
  Once per encounter, any character at a table can use an Aid token to assist the group in one of the ways described below. Once a 
  table uses an Aid Token, one of the players then passes the Aid Token to a neighboring table for those players to use. A table can 
  benefit from only one Aid Token per encounter. Because there are a limited number of Aid Tokens, hoarding one means that another 
  table doesn’t get to use it. Table GMs should remind the players about the Aid Tokens and encourage the players to use them.
  If a table receives an Aid Token and doesn’t need its benefits, the players are encouraged to boost its potency by expending 
  some of their own resources or attempting a skill check. Boosting an Aid Token, including attempting a skill check, is part 
  of passing that Aid Token to another table. A table cannot retry a skill check to boost an Aid Token, and each Aid Token can 
  have only one boost at a time. A table can boost an Aid Token even while in combat without taking any actions; the scenario 
  assumes the aid was granted before that encounter began. Players should be encouraged to write their PC’s name down next 
  to the boosted effect along with any other relevant information. Using a boosted effect consumes the boost; the player using 
  that benefit should erase the boost information from the Aid Token. Note that all Aid Tokens passed from or uses at tables in 
  the location of the Starfinder fleet automatically gain one boost effect without consuming resources. A PC using an Aid Token 
  boosted by the fleet must still be able to provide the boost benefit; doing so simply does not consume that PC’s own resources. 
  Some Aid Token benefits can only be used if boosted by another table. An Aid Token’s benefits vary based on the table’s 
  Subtier, and these benefits can take one of the following forms.
  Allied Offensive: A nearby Starfinder agent strikes a creature at the same time as a PC, increasing the damage dealt on one 
  attack by 1d8. In addition, the target counts as flanked when targeted by any melee attacks until the beginning of the attacker’s 
  next turn. In Subtiers 5–6 and 7–8, this additional damage increases to 2d8; in Subtiers 9–10 and 11–12, it increases to 3d8. To 
  Boost: Succeed at an attack roll against an AC equal to an Average skill check DC. Boosted Effect: +1d8 damage.
  First Aid: A Starfinder agent restores 1d6 Hit Points or Stamina Points to each PC—each PC can choose which benefit to 
  receive. In Subtiers 5–6 and 7–8, the amount restored increases to 3d6; in Subtiers 9–10 and 11–12, the amount increases to 5d6. 
  To Boost: Succeed at an Average Medicine check. Boosted Effect: +1d6 HP or SP restored.
  Remote Assistance: A Starfinder crew provides starship assistance from afar. Each PC receives a +2 bonus to all checks 
  required by crew actions for 1 round. To Boost: Expend 1 Resolve Point. Boosted Effect: One member of the crew also gains an 
  additional action, just as though the ship’s captain had successfully used the orders action.
  Timely Inspiration: A Starfinder agent provides the effects of an envoy’s don’t quit improvisation. Each PC can choose one of 
  the benefits available at 1st level; the effect lasts 1 round. In Subtiers 5–6, 7–8, 9–10, and 11–12, the effects available to 6th-level 
  envoys are added to the list of conditions the effect can suppress. To Boost: Expend 1 Resolve Point. Boosted Effect: Choose one 
  PC; remove one nonpermanent condition instead of suppressing it.
  Provide Knowledge (must be boosted): Gain the benefit of a successful Culture, Engineering, Life Science, Mysticism, Physical 
  Science, or Profession check to identify a creature or recall knowledge; the difficulty (Easy, Average, or Hard) depends on the 
  table granting the benefit. If the Starfinder fleet alone is providing the boost, the check result is Average. To Boost: Succeed at 
  a check with one of the skills listed above; the result of the check (Easy, Average, or Hard) should be noted on the Aid Token. 
  Provide Spellcasting (must be boosted): Gain the benefits of a beneficial spell cast by an ally as listed on the Aid Token. 
  To Boost: Cast one of the following spells and note your PC’s name and caster level on the Aid Token: break enchantment, 
  lesser remove condition, lesser restoration, mystic cure, remove affliction, or remove condition. Only these spells can be granted. 
  Expending resources that produce the effects of these spells can also boost this Aid Token. If used via the Starfinder fleet, you 
  must be able to produce one of these spell effects, even though doing so does not consume your resources. 
  BOOSTED EFFECT
  CHARACTER NAME
  BOOSTED EFFECT
  CHARACTER NAME
  BOOSTED EFFECT
  CHARACTER NAME
  BOOSTED EFFECT
  CHARACTER NAME
  BOOSTED EFFECT
  CHARACTER NAME
  BOOSTED EFFECT
  CHARACTER NAME
  BOOSTED EFFECT
  CHARACTER NAME
  
  STARFINDER SOCIETY SCENARIO
  50
  HANDOUT #2: SCOUT MISSION LIST
  HANDOUT #3: ACTION MISSION LIST
  Each group can attempt the following five missions as soon as each one becomes unlocked. The Type column provides a note 
  about the mission’s content, hinting at what skills and abilities are useful. Every mission also has tasks for combat-oriented 
  characters.  
  COMPLETED 
  PLANET 
  MISSION 
  TYPE 
  GRAVITY
   ▫ 
  Bastiar-6 
  Paratrooper Strike 
  Combat 
  Normal
   ▫ 
  Bastiar-6 
  Sever Supply Line   
  Starship 
  —
   ▫ 
  Bastiar-8 
  Scanner Defense   
  Siege defense 
  Normal 
   ▫ 
  Bastiar-3 
  Trench Assault   
  Artillery survival and combat 
  Normal
   ▫ 
  Agillae-4 
  Stop the Mole   
  Combat  
  Normal
  Each group can attempt the following five missions in any order. The Type column provides a note about the mission’s content, 
  hinting at what skills and abilities are useful. Every mission also has tasks for combat-oriented characters.  
  COMPLETED 
  PLANET 
  MISSION 
  TYPE 
  GRAVITY
  ▫ 
  Agillae-2 
  Ground Force Intel 
  Stealth and spying 
  Normal
  ▫ 
  Agillae-4 
  Data Hack 
  Infiltration and hacking 
  Normal
  ▫ 
  Agillae-5 
  Recovery Efforts 
  Investigation 
  Zero-g
  ▫ 
  Callion-1 
  Scout Hunt 
  Starship 
  —
  ▫ 
  Callion-2 
  Captive Interview 
  Interrogation/persuasion 
  Normal
  
  FATE OF THE SCOURED GOD
  51
  APPENDIX 1: SUBTIER 1–2 FOES
  DEMON SKINRIPPER  
  CR 1 
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +2; Senses darkvision 60 ft.; Perception +5
  DEFENSE  
   
   
  HP 20 
  EAC 12; KAC 13 
  Fort +5; Ref +3; Will +1
  Defensive Abilities unflankable; Immunities electricity, poison; 
  Resistances acid 2, cold 2, fire 2
  OFFENSE
  Speed 40 ft., climb 30 ft.
  Melee bite +9 (1d6+5 P) 
  STATISTICS
  Str +4; Dex +2; Con +1; Int –3; Wis +0; Cha +0 
  Skills Acrobatics +5, Athletics +5, Bluff +5, Intimidate +5 
  Languages Abyssal, Jinsul
  DEVIL, SMALL  
  CR 1 
  LE Small outsider (devil, evil, extraplanar, lawful)
  Init +2; Senses darkvision 60 ft., see in darkness; Perception +5
  DEFENSE 
  HP 20 
  EAC 12; KAC 13 
  Fort +5; Ref +3; Will +1
  Immunities fire, poison; Resistances acid 2, cold 2
  OFFENSE
  Speed 30 ft.
  Melee claw +9 (1d6+5 S) 
  STATISTICS
  Str +4; Dex +2; Con +1; Int –3; Wis +0; Cha +0 
  Skills Acrobatics +5, Athletics +5, Bluff +5, Mysticism +5 
  Languages Infernal
  DREAM MONSTER  
  CR 5 
  LN Huge outsider (native)
  Init +2; Senses darkvision 60 ft.; Perception +11
  DEFENSE 
  HP 72
  EAC 17; KAC 19 
  Fort +7; Ref +7; Will +6
  Defensive Abilities tormented dream 
  OFFENSE
  Speed 40 ft., fly 40 ft. (perfect)
  Melee slam +15 (1d6+10 B nonlethal) 
  Space 15 ft.; Reach 15 ft.
  Offensive Abilities curse of nightmares
  Spell-Like Abilities (CL 5th; melee +15, ranged +12) 
  3/day— lesser confusion (DC 12), mind thrust (1st level, DC 12), 
  fear (1st level, DC 12)
  At will—daze (DC 11), fatigue 
  Constant—see invisibility 
  STATISTICS
  Str +5; Dex +2; Con +3; Int +0; Wis +2; Cha +3 
  Skills Acrobatics +11 (+19 to fly), Athletics +16, Mysticism +16 
  Languages Jinsul; telepathy 60 ft. 
  SPECIAL ABILITIES 
  Curse of Nightmares (Su) A creature struck by the dream 
  monster’s slam attack must succeed at a DC 13 Will save or 
  be cursed by persistent nightmares of jinsuls crawling over 
  and beneath their skin. The creature is permanently reduced 
  to the weakened state on the mental disease track, except 
  the creature is fatigued instead of shaken. If the creature 
  contracts a mental disease while cursed, it immediately 
  advances to the impaired state; if it is cured of the disease, 
  it cannot be reduced to lower than the weakened state so 
  long as the curse persists. This is a curse effect that lasts for 
  24 hours.
  Tormented Dream (Ex) The dream monster perpetually has 
  the confused condition, possibly influenced by the use 
  of devices (see page 46). Its normal action is to attack 
  the nearest creature actively using a device. A creature 
  who attempts to use a mind-affecting effect on the dream 
  monster contacts its tortured psyche, requiring the creature 
  using the mind-affecting effect to succeed at a DC 13 Will 
  save or the effect fails and it becomes confused for 1d4 
  rounds. If the creature rolls a natural 1 on this save, it also 
  contracts the curse of nightmares (see above).
  JESKRAAL 
  CR 1
  N Medium animal
  Init +1; Senses low-light vision, scent; Perception +5
  DEFENSE 
  HP 24
  EAC 13; KAC 14
  Fort +5; Ref +5; Will +1
  Defensive Abilities inhabit armor
  OFFENSE
  Speed 30 ft.
  Melee bite +8 (1d6+5 P)
  STATISTICS
  Str +4; Dex +1; Con +2; Int –4; Wis +0; Cha +0
  Skills Athletics +10, Survival +5
  Feats Bodyguard
  Gear freebooter armor I
  SPECIAL ABILITIES
  Inhabit Armor (Ex) A jeskraal’s tail has several muscular 
  protrusions that allow it to shape a suit of armor into a 
  suitable shell in moments. It then uses the shell to protect 
  its vitals. A jeskraal can use its inhabited armor to convert 
  a critical hit against it, or against an ally whose Armor Class 
  it has increased with the Bodyguard Feat, into a normal hit. 
  Doing so imposes a –4 penalty on the jeskraal’s EAC and 
  KAC until it takes a full-round action to readjust its armor. 
  Jeskraals are proficient with all light and heavy armors 
  and can don armor hastily at no penalty. The DC of any 
  Engineering check required to resize armor reclaimed from 
  a jeskraal increases by 4, and the armor requires twice as 
  many credits to be refitted by a professional.
  
  STARFINDER SOCIETY SCENARIO
  52
  JINSUL ARMORED PRIEST  
  CR 3 
  Jinsul mystic
  LE Medium monstrous humanoid
  Init +0; Senses darkvision 60 ft.; Perception +13
  DEFENSE  
  HP 32 RP 3
  EAC 14; KAC 16
  Fort +2; Ref +4; Will +8; +4 vs. fear
  Defensive Abilities share pain (DC 14), unflankable
  OFFENSE
  Speed 20 ft.
  Melee unarmed strike +6 (1d8+6 B) 
  Ranged flame pistol +8 (1d4+3 F; critical burn 1d4) 
  Offensive Abilities backlash
  Mystic Spells Known (CL 3rd; melee +6, ranged +8)
  1st (3/day)—fear (1st level, DC 16), mind thrust (1st level, DC 16)
  0 (at will)—daze (DC 15), telekinetic projectile
  Connection mindbreaker
  STATISTICS
  Str +3; Dex +0; Con +2; Int +0; Wis +4; Cha +1 
  Skills Athletics +8, Bluff +8, Intimidate +13, Mysticism +13 
  Languages Common, Infernal, Jinsul
  Other Abilities mindlink, powerful leap
  Gear scrapper’s rig AR (flame pistol with 20 petrol)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL BOSS  
  CR 3 
  CE Medium monstrous humanoid
  Init +5; Senses darkvision 60 ft.; Perception +8
  DEFENSE  
  HP 40
  EAC 14; KAC 16 
  Fort +5; Ref +7; Will +4; +4 vs. fear
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +12 (1d4+7 P) or
  leg blades +12 (1d6+7 S; critical bleed 1d6)
  Ranged static arc pistol +9 (1d6+3 E; critical arc 2)
  Spell-Like Abilities (CL 3rd) 
  1/day—mind thrust (1st level; DC 12), mystic cure (1st level) 
  At will—psychokinetic hand, telepathic message 
  STATISTICS
  Str +4; Dex +1; Con +2; Int +1; Wis +1; Cha +2 
  Skills Acrobatics +8, Athletics +13, Bluff +13, Mysticism +8 
  Languages Jinsul
  Other Abilities powerful leap, 
  Gear squad defiance series, static arc pistol with 2 batteries 
  (20 charges each)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL CRAWLER CREW  
  CR 1 
  Jinsul mechanic
  CE Medium monstrous humanoid
  Init +2; Senses darkvision 60 ft.; Perception +11
  DEFENSE  
  HP 17 
  EAC 11; KAC 12 
  Fort +3; Ref +5; Will +4; +4 vs. fear
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +5 (1d4+1 P) or 
  leg blade +5 (1d6+1 S; critical bleed 1d6)
  Ranged azimuth laser rifle +7 (1d8+1 F; critical burn 1d6) 
  Offensive Abilities target tracking
  STATISTICS
  Str +0; Dex +2; Con +1; Int +4; Wis +0; Cha –1 
  Skills Acrobatics +6, Athletics +6, Computers +11, Engineering 
  +11, Piloting +11
  Languages Jinsul
  Other Abilities artificial intelligence (exocortex), custom rig 
  (armor slot), powerful leap, specialization (explorer)
  Gear second skin armor, azimuth laser rifle with 2 batteries 
  (20 charges each)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL MAGE  
  CR 1 
  Jinsul technomancer
  CE Medium monstrous humanoid
  Init +2; Senses darkvision 60 ft.; Perception +10
  DEFENSE  
  HP 16 
  EAC 10; KAC 11 
  Fort +1; Ref +3; Will +5; +4 vs. fear
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +5 (1d4+2 P) 
  Ranged static arc pistol +3 (1d6+1 E; critical arc 2) 
  Technomancer Spells Known (CL 1st; melee +5, ranged +3)
  1st (3/day)—jolting surge, magic missile
  0 (at will)—daze (DC 13), detect magic
  STATISTICS
  Str +1; Dex +2; Con +1; Int +4; Wis +0; Cha –1 
  Skills Athletics +5, Computers +5, Mysticism +10 
  Languages Common, Jinsul
  Other Abilities powerful leap, spell cache (gem embedded in 
  body)
  Gear static arc pistol with 2 batteries (20 charges each)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  
  FATE OF THE SCOURED GOD
  53
  JINSUL SCOUT  
  CR 1 
  Jinsul operative
  CE Medium monstrous humanoid
  Init +5; Senses darkvision 60 ft.; Perception +11
  DEFENSE  
  HP 17 
  EAC 11; KAC 12 
  Fort +1; Ref +3; Will +4; +4 vs. fear
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +5 (1d4+3 P) or 
  leg blades +5 (1d6+3 S; critical bleed 1d6)
  Ranged static arc pistol +7 (1d6+1 E; critical arc 2) or 
  survival flare gun +7 (1d3+1 F; critical burn 1d6) 
  Offensive Abilities trick attack +1d4
  STATISTICS
  Str +2; Dex +4; Con +1; Int +0; Wis +0; Cha –1 
  Skills Acrobatics +11, Athletics +11, Culture +11, Sense Motive +6, 
  Stealth +6, Survival +11 
  Languages Jinsul
  Other Abilities powerful leap
  Gear second skin armor, static arc pistol with 2 batteries (20 
  charges each), survival flare gun with 1 flare, comm unit
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL TACTICIAN  
  CR 3 
  Jinsul technomancer
  CE Medium monstrous humanoid
  Init +2; Senses darkvision 60 ft.; Perception +13
  DEFENSE  
  HP 32 
  EAC 13; KAC 14 
  Fort +2; Ref +4; Will +8; +4 vs. fear
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +8 (1d4+4 P) or 
  leg blades +8 (1d4+4 S; critical bleed 1d4)
  Ranged static arc pistol +6 (1d6+3 E; critical arc 2) 
  Technomancer Spells Known (CL 3rd; melee +8, ranged +6)
  1st (3/day)—jolting surge, magic missile
  0 (at will)—daze (DC 15), detect magic
  STATISTICS
  Str +1; Dex +2; Con +1; Int +4; Wis +0; Cha –1 
  Skills Athletics +8, Computers +8, Mysticism +13 
  Languages Common, Jinsul
  Other Abilities magic hack (empowered weapon), powerful 
  leap, spell cache (gem embedded in armor)
  Gear warrior caste armor (as freebooter armor I), static arc 
  pistol with 2 batteries (20 charges each)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) As jinsul scout (see above).
  JINSUL WARRIOR  
  CR 1 
  CE Medium monstrous humanoid
  Init +2; Senses darkvision 60 ft.; Perception +10
  DEFENSE  
  HP 20
  EAC 11; KAC 13 
  Fort +3; Ref +5; Will +3; +4 vs. fear
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +6 (1d4+4 P) or 
  leg blades +6 (1d6+4 S; critical bleed 1d6)
  Ranged tactical arc emitter +9 (1d4+1 E)
  STATISTICS
  Str +4; Dex +2; Con +1; Int +0; Wis +0; Cha –1 
  Skills Athletics +5, Piloting +5, Survival +5 
  Languages Jinsul
  Other Abilities powerful leap
  Gear warrior caste armor (as freebooter armor I), tactical arc 
  emitter with 2 batteries (20 charges each)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) As jinsul scout (see above).
  JINSUL WATCH ROBOT 
  CR 1 
  CN Medium construct (technological)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
  DEFENSE  
  HP 20 
  EAC 11; KAC 13 
  Fort +1; Ref +1; Will –1 
  Defensive Abilities integrated weapons;  
  Immunities construct immunities
  OFFENSE
  Speed 30 ft., climb 20 ft. 
  Melee pincer +9 (1d6+5 P)
  Ranged integrated tactical acid dart rifle +6 (1d8+1 A & P; 
  critical corrode 1d4) 
  Offensive Abilities create darkness
  STATISTICS
  Str +4; Dex +2; Con —; Int —; Wis +1; Cha +0 
  Skills Acrobatics +10, Athletics +10
  Languages Jinsul
  Other Abilities mindless, unliving
  Gear tactical acid dart rifle with 20 darts
  SPECIAL ABILITIES 
  Integrated Weapons (Ex) The robot’s weapons are integrated 
  into its frame and can’t be disarmed.
  JINSUL YOUNG-BLOOD  
  CR 1/2 
  CE Medium monstrous humanoid
  Init +2; Senses darkvision 60 ft.; Perception +9
  DEFENSE  
  HP 13
  EAC 10; KAC 12 
  Fort +2; Ref +4; Will +2; +4 vs. fear
  Defensive Abilities unflankable
  
  STARFINDER SOCIETY SCENARIO
  54
  OFFENSE
  Speed 40 ft.
  Melee bite +4 (1d3+3 P) 
  Ranged static arc pistol +9 (1d6 E; critical arc 2)
  STATISTICS
  Str +3; Dex +2; Con +1; Int +0; Wis +0; Cha –1 
  Skills Athletics +4, Piloting +4, Survival +4 
  Languages Jinsul
  Other Abilities powerful leap
  Gear static arc pistol with 2 batteries (20 charges each)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  LESSER NIHILI 
  CR 3
  Variant nihili (Starfinder Alien Archive 82)
  CE Medium undead 
  Init +2; Senses darkvision 60 ft.; Perception +8
  Aura gravity well (5 ft., DC 14)
  DEFENSE 
  HP 41
  EAC 14; KAC 16 
  Fort +5; Ref +5; Will +4 
  Immunities undead immunities
  OFFENSE
  Speed 30 ft., climb 20 ft. 
  Melee slam +11 (1d6+7 B) 
  Offensive Abilities decompression gaze (15 ft., DC 14, 1d4+1 B)
  STATISTICS
  Str +4; Dex +2; Con —; Int +1; Wis +0; Cha +0 
  Skills Athletics +13 (+21 to climb), Stealth +8 
  Other Abilities unliving
  SPECIAL ABILITIES 
  Decompression Gaze (Su) The dead stare of a nihili makes 
  those around the undead feel like their own lungs are 
  starting to violently collapse, mimicking the nihili’s demise. 
  A living creature that can see and breathe that begins 
  its turn within 15 feet of a nihili must succeed at a DC 14 
  Fortitude save or take 1d4+1 bludgeoning damage.
  Gravity Well (Su) A nihili generates a field of gravity that 
  functions in a 5-foot aura around itself (including 5 feet 
  above the nihili), exerting a downward force toward the 
  nihili’s feet. This allows the nihili to function as if constantly 
  under the effect of spider climb. Any creature entering this 
  aura from an area of zero-g must succeed at a DC 14 Reflex 
  saving throw or be knocked prone.
  OCCULT ZOMBIE 
  CR 1
  Starfinder Alien Archive 114
  NE Medium undead 
  Init +2; Senses darkvision 60 ft.; Perception +5
  DEFENSE  
  HP 24
  EAC 11; KAC 13 
  Fort +3; Ref +3; Will +3 
  DR 5/magic; Immunities undead immunities
  Weaknesses staggered
  OFFENSE
  Speed 30 ft. 
  Melee slam +8 (1d6+5 B) 
  STATISTICS
  Str +4; Dex +2; Con —; Int —; Wis +1; Cha +0 
  Skills Athletics +10 
  Other Abilities mindless, unliving
  SPECIAL ABILITIES 
  Staggered (Ex) An occult zombie is always considered 
  staggered and can never take more than a single move or 
  standard action in a round. It can’t take full actions.
  STREET CRAWLER 
  LEVEL 2
  Large land vehicle (10 ft. wide, 10 ft. long, 4 ft. high)
  Speed 20 ft., full 500 ft., 55 mph 
  EAC 14; KAC 15; Cover improved cover
  HP 24 (12); Hardness 5
  Attack (Collision) 5d4 B (DC 11)
  Modifiers +0 Piloting, –2 attack (–4 at full speed)
  Systems autocontrol, planetary comm unit; Passengers 5
  TSIMTSARA  
  CR 3 
  Female nelentu solarian
  CE Medium monstrous humanoid
  Init +1; Senses blindsense (echolocation) 30 ft., darkvision 60 ft.; 
  Perception +13
  DEFENSE  
  HP 40
  EAC 14; KAC 16 
  Fort +5; Ref +5; Will +6
  Defensive Abilities brain fungus; Resistances electricity 2
  OFFENSE
  Speed 30 ft., fly 30 ft. (average)
  Melee solar weapon +12 (1d6+7 S plus 1d2 F; critical irradiate 
  [DC 12]) 
  Ranged static arc pistol +9 (1d6+3 E; critical arc 2)
  Offensive Abilities stellar revelations (black hole [20-ft. radius, 
  pull 10 ft., DC 12], supernova [10-ft. radius, 4d6 F, DC 12], 
  radiation [5-ft. radius, DC 12])
  STATISTICS
  Str +4; Dex +1; Con +0; Int +0; Wis +0; Cha +2 
  Skills Athletics +8, Diplomacy +8, Medicine +13, Mysticism +8
  Languages Common, Jinsul, Nelentu; limited telepathy 30 ft.
  Other Abilities solar manifestation (solar weapon), stellar 
  alignment
  Gear graphite carbon skin, static arc pistol with 1 battery 
  (20 charges), least positron crystal AR; Augmentations mk 1 
  resistant hide  AR
  SPECIAL ABILITIES 
  Brain Fungus (Ex) A nelentu’s symbiotic fungus takes the brunt 
  of mental attacks first, leaving the physical body functional 
  but cognitively impaired. This ability functions like the 
  
  FATE OF THE SCOURED GOD
  55
  neural shunt mechanic trick, except that throughout the 
  effect’s duration the nelentu takes a –2 penalty to all saves 
  and cannot communicate or attempt Intelligence-, Wisdom-, 
  or Charisma-based checks. This ability can be used only 
  once per day, as a reaction.
  SUBTIER 1–2 STARSHIPS
  JINSUL ASSAULT CRAFT 
  TIER 2 
  Medium transport
  Speed 4; Maneuverability average (turn 2); Drift 1
  AC 14; TL 12 
  HP 60; DT —; CT 12 
  Shields basic 40 (forward 10, starboard 10, port 10, aft 10) 
  Attack (forward) heavy laser cannon (4d8; 10 hexes), vandal 
  rocket (4d8 plus drones; 20 hexes)
  Attack (turret) coilgun (4d4; 20 hexes)
  Power Core Pulse Gray (100 PCU); Drift Engine Signal Basic; 
  Systems basic computer, budget medium-range sensors, mk 2 
  armor, self-destruct system; Expansion Bays cargo holds (5)
  Modifiers +2 Piloting, reversible; Complement 6
  CREW
  Captain Diplomacy +6 (1 rank), Intimidate +7 (2 ranks)
  Engineer Engineering +12 (2 ranks)
  Gunners (2) gunnery +5 (2nd level)
  Pilot Piloting +12 (2 ranks)
  Science Officer Computers +7 (2 ranks)
  SPECIAL 
  Reversible Jinsul ships’ overall shape and the positioning of 
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  Vandal Rocket This weapon functions identically to a high 
  explosive missile launcher, except that pieces of the 
  rocket’s shrapnel animate into drones that continue to 
  rend the ship if it successfully deals Hull Point damage. 
  Each successive gunnery phase, the target ship takes 
  1d4 damage to its Hull Points until the drones are either 
  forcibly removed during the engineering phase with a 
  successful Engineering check (DC = 15 + 2 × the engineer’s 
  starship’s tier) or shaken off by the pilot during the helm 
  phase with a successful barrel roll, flip and burn, or 
  flyby stunt. Multiple rocket strikes cannot increase this 
  continual damage beyond 1d4 per round.
  JINSUL BARB 
  TIER 1/2 
  Tiny fighter
  Speed 8; Maneuverability good (turn 1)
  AC 14; TL 14 
  HP 35; DT —; CT 7 
  Shields basic 20 (forward 5, starboard 5, port 5, aft 5)
  Attack (forward) coilgun (4d4; 20 hexes), vandal rocket (4d8 
  plus drones; 20 hexes)
  Power Core Micron Heavy (70 PCU); Systems mk 3 armor, mk 
  3 defenses
  Modifiers +1 Piloting, reversible; Complement 2 
  CREW
  Pilot Piloting +9 (1 rank)
  Gunner gunnery +4 (1st level)
  SPECIAL 
  Reversible Jinsul ships’ overall shape and the positioning of 
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  Vandal Rocket This weapon functions identically to a high 
  explosive missile launcher, except that pieces of the rocket’s 
  shrapnel animate into drones that continue to rend the ship 
  if it successfully deals Hull Point damage. Each successive 
  gunnery phase, the target ship takes 1d4 damage to its Hull 
  Points until the drones are either forcibly removed during 
  the engineering phase with a successful Engineering check 
  (DC = 15 + 2 × the engineer’s starship’s tier) or shaken off by 
  the pilot during the helm phase with a successful barrel roll, 
  flip and burn, or flyby stunt. Multiple rocket strikes cannot 
  increase this continual damage beyond 1d4 per round.
  JINSUL BOMBARD 
  TIER 2 
  Small light freighter
  Speed 8; Maneuverability good (turn 1); Drift 1
  AC 14; TL 14 
  HP 40; DT —; CT 8 
  Shields basic 40 (forward 10, starboard 10, port 10, aft 10) 
  Attack (forward) coilgun (4d4; 20 hexes), stealth nuclear 
  missile launcher (5d8; 20 hexes)
  Attack (port) light laser cannon (2d4; 5 hexes)
  Attack (starboard) light laser cannon (2d4; 5 hexes)
  Power Core Pulse Black (120 PCU); Drift Engine Signal Basic; 
  Systems mk 2 duonode, budget medium-range sensors, mk 
  2 armor, Mk 2 defenses, self-destruct system; Expansion 
  Bays cargo holds (3)
  Modifiers +2 to any two checks per round, +1 Piloting, reversible; 
  Complement 6
  CREW
  Captain Diplomacy +6 (1 rank), Intimidate +7 (2 ranks)
  Engineer Engineering +7 (2 ranks)
  Gunners (2) gunnery +6 (2nd level)
  Pilot Piloting +12 (2 ranks)
  Science Officer Computers +7 (2 ranks)
  SPECIAL 
  Reversible Jinsul ships’ overall shape and the positioning of 
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  Stealth Nuclear Missile Launcher This weapon functions as 
  a tactical nuclear missile launcher, but the ammunition is 
  invisible and hard to dodge, allowing it to ignore the point 
  
  STARFINDER SOCIETY SCENARIO
  56
  weapon ability and any bonuses granted by a successful 
  evade stunt.
  JINSUL SCOUT CRAFT 
  TIER 1 
  Medium explorer
  Speed 10; Maneuverability good (turn 1); Drift 1
  AC 12; TL 11 
  HP 55; DT —; CT 11 
  Shields basic 30 (forward 10, starboard 5, port 5, aft 10) 
  Attack (port) gyrolaser (1d8; 5 hexes)
  Attack (turret) coilgun (4d4; 20 hexes)
  Power Core Arcus Heavy (130 PCU); Drift Engine Signal Basic; 
  Systems basic computer, basic medium-range sensors, mk 1 
  armor; Expansion Bays cargo holds (4)
  Modifiers +2 Computers, +1 Piloting, reversible; Complement 6
  CREW
  Captain Diplomacy +5 (1 rank), Intimidate +5 (1 rank)
  Engineer Engineering +10 (1 rank)
  Gunners (2) gunnery +5 (1st level)
  Pilot Piloting +10 (1 rank)
  Science Officer Computers +10 (1 rank)
  SPECIAL 
  Reversible Jinsul ships’ overall shape and the positioning of 
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  APPENDIX 2: SUBTIER 3–4 FOES
  DEMON BLOODDRINKER  
  CR 3 
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +2; Senses darkvision 60 ft.; Perception +8
  DEFENSE  
  HP 40 
  EAC 14; KAC 16 
  Fort +7; Ref +5; Will +2
  Defensive Abilities unflankable; Immunities electricity, poison; 
  Resistances acid 3, cold 3, fire 3
  OFFENSE
  Speed 40 ft., climb 30 ft.
  Melee bite +12 (1d6+7 P) 
  STATISTICS
  Str +4; Dex +2; Con +1; Int –3; Wis +0; Cha +0 
  Skills Acrobatics +8, Athletics +8, Bluff +8, Intimidate +8 
  Languages Abyssal, Jinsul
  DEVIL, SMALL  
  CR 1 
  LE Small outsider (devil, evil, extraplanar, lawful)
  Init +2; Senses darkvision 60 ft., see in darkness; Perception +5
  DEFENSE  
  HP 20 
  EAC 12; KAC 13 
  Fort +5; Ref +3; Will +1
  Immunities fire, poison; Resistances acid 2, cold 2
  OFFENSE
  Speed 30 ft.
  Melee claw +9 (1d6+5 S) 
  STATISTICS
  Str +4; Dex +2; Con +1; Int –3; Wis +0; Cha +0 
  Skills Acrobatics +5, Athletics +5, Bluff +5, Mysticism +5 
  Languages Infernal
  JESKRAAL 
  CR 1
  N Medium animal
  Init +1; Senses low-light vision, scent; Perception +5
  DEFENSE  
  HP 24
  EAC 13; KAC 14
  Fort +5; Ref +5; Will +1
  Defensive Abilities inhabit armor
  OFFENSE
  Speed 30 ft.
  Melee bite +8 (1d6+5 P)
  STATISTICS
  Str +4; Dex +1; Con +2; Int –4; Wis +0; Cha +0
  Skills Athletics +10, Survival +5
  Feats Bodyguard
  Gear freebooter armor I
  SPECIAL ABILITIES
  Inhabit Armor (Ex) A jeskraal’s tail has several muscular 
  protrusions that allow it to shape a suit of armor into a 
  suitable shell in moments. It then uses the shell to protect 
  its vitals. A jeskraal can use its inhabited armor to convert 
  a critical hit against it, or against an ally whose Armor Class 
  it has increased with the Bodyguard Feat, into a normal hit. 
  Doing so imposes a –4 penalty on the jeskraal’s EAC and 
  KAC until it takes a full-round action to readjust its armor. 
  Jeskraals are proficient with all light and heavy armors 
  and can don armor hastily at no penalty. The DC of any 
  Engineering check required to resize armor reclaimed from 
  a jeskraal increases by 4, and the armor requires twice as 
  many credits to be refitted by a professional.
  JINSUL ARMORED PRIEST  
  CR 3 
  Jinsul mystic
  LE Medium monstrous humanoid
  Init +0; Senses darkvision 60 ft.; Perception +13
  DEFENSE  
  HP 32 RP 3
  EAC 14; KAC 16 
  Fort +2; Ref +4; Will +8; +4 vs. fear
  Defensive Abilities share pain (DC 14), unflankable
  OFFENSE
  Speed 20 ft.
  Melee unarmed strike +6 (1d8+6 B) 
  Ranged flame pistol +8 (1d4+3 F; critical burn 1d4) 
  Offensive Abilities backlash
  Mystic Spells Known (CL 3rd; melee +6, ranged +8)
  1st (3/day)—fear (1st level, DC 16), mind thrust (1st level, DC 16)
  
  FATE OF THE SCOURED GOD
  57
  0 (at will)—daze (DC 15), telekinetic projectile
  Connection mindbreaker
  STATISTICS
  Str +3; Dex +0; Con +2; Int +0; Wis +4; Cha +1 
  Skills Athletics +8, Bluff +8, Intimidate +13, Mysticism +13 
  Languages Common, Infernal, Jinsul
  Other Abilities mindlink, powerful leap
  Gear scrapper’s rig AR (flame pistol with 20 petrol)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL BOSS  
  CR 3 
  CE Medium monstrous humanoid
  Init +5; Senses darkvision 60 ft.; Perception +8
  DEFENSE  
  HP 40
  EAC 14; KAC 16 
  Fort +5; Ref +7; Will +4; +4 vs. fear
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +12 (1d4+7 P) or 
  leg blades +12 (1d6+7 S; critical bleed 1d6)
  Ranged static arc pistol +9 (1d6+3 E; critical arc 2)
  Spell-Like Abilities (CL 3rd) 
  1/day—mind thrust (1st level; DC 12), mystic cure (1st level) 
  At will—psychokinetic hand, telepathic message 
  STATISTICS
  Str +4; Dex +1; Con +2; Int +1; Wis +1; Cha +2 
  Skills Acrobatics +8, Athletics +13, Bluff +13, Mysticism +8 
  Languages Jinsul
  Other Abilities powerful leap, 
  Gear squad defiance series, static arc pistol with 2 batteries 
  (20 charges each)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) As jinsul armored priest (see above).
  JINSUL CRAWLER CREW  
  CR 1 
  Jinsul mechanic
  CE Medium monstrous humanoid
  Init +2; Senses darkvision 60 ft.; Perception +11
  DEFENSE  
  HP 17 
  EAC 11; KAC 12 
  Fort +3; Ref +5; Will +4; +4 vs. fear
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +5 (1d4+1 P) or 
  leg blade +5 (1d6+1 S; critical bleed 1d6)
  Ranged azimuth laser rifle +7 (1d8+1 F; critical burn 1d6) 
  Offensive Abilities target tracking
  STATISTICS
  Str +0; Dex +2; Con +1; Int +4; Wis +0; Cha –1 
  Skills Acrobatics +6, Athletics +6, Computers +11, Engineering 
  +11, Piloting +11
  Languages Jinsul
  Other Abilities artificial intelligence (exocortex), custom rig 
  (armor slot), powerful leap
  Gear second skin armor, azimuth laser rifle with 2 batteries 
  (20 charges each)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) As jinsul armored priest (see above).
  JINSUL CRUSADER  
  CR 5 
  CE Medium monstrous humanoid
  Init +6; Senses darkvision 60 ft.; Perception +11
  DEFENSE 
  HP 70
  EAC 17; KAC 19 
  Fort +7; Ref +9; Will +6; +4 vs. fear
  Defensive Abilities unflankable, unshakable belief;  
  Resistances sonic 5
  OFFENSE
  Speed 50 ft.
  Melee bite +15 (1d6+10 P) or 
  leg blades +15 (1d6+10 S; critical bleed 1d6)
  Ranged frostbite-class zero pistol +12 (1d6+5 C; critical 
  staggered [DC 13])
  Spell-Like Abilities (CL 5th) 
  1/day—mind thrust (1st level; DC 13), mystic cure (1st level) 
  3/day—hold portal, reflecting armor, supercharge weapon 
  At will—psychokinetic hand, telepathic message 
  STATISTICS
  Str +5; Dex +2; Con +3; Int +2; Wis +2; Cha +3 
  Skills Acrobatics +11, Athletics +16, Bluff +16, Mysticism +11 
  Languages Jinsul
  Other Abilities powerful leap, 
  Gear elite defiance series (sonic dampener), frostbite-class 
  zero pistol with 2 batteries (20 charges each), viridian balbis 
  aeon stone AR
  SPECIAL ABILITIES 
  Powerful Leap (Ex) As jinsul armored priest (see above).
  Unshakable Belief (Ex) Whenever a jinsul crusader is the 
  target of a trick attack, the jinsul can attempt a Bluff 
  or Sense Motive check in response. If the jinsul’s result 
  equals or exceeds that of the trick attack skill roll, the trick 
  attack is unsuccessful. If the jinsul’s check exceeds the 
  trick attack by 5 or more, the creature performing the trick 
  attack gains the off-target condition until the end of their 
  next turn.
  JINSUL SCOUT  
  CR 1 
  Jinsul operative
  CE Medium monstrous humanoid
  Init +5; Senses darkvision 60 ft.; Perception +11
  DEFENSE  
  HP 17 
  EAC 11; KAC 12 
  
  STARFINDER SOCIETY SCENARIO
  58
  Fort +1; Ref +3; Will +4; +4 vs. fear
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +5 (1d4+3 P) or 
  leg blades +5 (1d6+3 S; critical bleed 1d6)
  Ranged static arc pistol +7 (1d6+1 E; critical arc 2) or 
  survival flare gun +7 (1d3+1 F; critical burn 1d6) 
  Offensive Abilities trick attack +1d4
  STATISTICS
  Str +2; Dex +4; Con +1; Int +0; Wis +0; Cha –1 
  Skills Acrobatics +11, Athletics +11, Culture +11, Sense Motive +6, 
  Stealth +6, Survival +11 
  Languages Jinsul
  Other Abilities powerful leap, specialization (explorer)
  Gear second skin armor, static arc pistol with 2 batteries (20 
  charges each), survival flare gun with 1 flare, comm unit
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL SENTRY ROBOT 
  CR 3 
  CN Medium construct (technological)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +13
  DEFENSE  
  HP 40 
  EAC 14; KAC 16 
  Fort +3; Ref +3; Will +0 
  Defensive Abilities integrated weapons; Immunities construct 
  immunities
  OFFENSE
  Speed 30 ft., climb 20 ft. 
  Melee pincer +12 (1d6+7 P)
  Ranged integrated tactical acid dart rifle +9 (1d8+3 A & P; 
  critical corrode 1d4) 
  Offensive Abilities create darkness
  STATISTICS
  Str +4; Dex +2; Con —; Int —; Wis +1; Cha +0 
  Skills Acrobatics +13, Athletics +13
  Languages Jinsul
  Other Abilities mindless, unliving
  Gear tactical acid dart rifle with 20 darts
  SPECIAL ABILITIES 
  Integrated Weapons (Ex) The robot’s weapons are integrated 
  into its frame and can’t be disarmed.
  JINSUL SERGEANT  
  CR 5 
  Jinsul technomancer
  CE Medium monstrous humanoid
  Init +3; Senses darkvision 60 ft.; Perception +16
  DEFENSE  
  HP 60 RP 4
  EAC 16; KAC 17 
  Fort +5; Ref +7; Will +11; +4 vs. fear
  Defensive Abilities defiant faith, unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +11 (1d4+7 P) or 
  leg blades +11 (1d6+7 S; critical bleed 1d6)
  Ranged frostbite-class zero pistol +9 (1d6+5 C; critical 
  staggered [DC 15]) 
  Technomancer Spells Known (CL 5th; melee +11, ranged +9)
  2nd (3/day)—caustic conversion, inject nanobots (DC 17)
  1st (6/day)—jolting surge, magic missile, overheat
  0 (at will)—daze (DC 15), detect magic
  STATISTICS
  Str +2; Dex +3; Con +1; Int +5; Wis +0; Cha –1 
  Skills Athletics +11, Computers +11, Mysticism +16 
  Languages Common, Jinsul
  Other Abilities magic hacks (debug spell, empowered weapon), 
  powerful leap, spell cache (gem embedded in armor)
  Gear d-suit I, frostbite-class zero pistol with 2 batteries (20 
  charges each)
  SPECIAL ABILITIES 
  Defiant Faith (Ex) Whenever a creature casts an offensive spell 
  that targets a jinsul sergeant or its allies, the jinsul sergeant 
  can attempt a Mysticism check in response as a reaction. If 
  the jinsul’s result equals or exceeds a DC equal to 20 + the 
  spell’s level, the spell fails. If the jinsul’s result exceeds the 
  DC by 5 or more, the creature casting the spell gains the 
  shaken condition until the end of its next turn.
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL TACTICIAN  
  CR 3 
  Jinsul technomancer
  CE Medium monstrous humanoid
  Init +2; Senses darkvision 60 ft.; Perception +13
  DEFENSE  
  HP 32 
  EAC 13; KAC 14 
  Fort +2; Ref +4; Will +8; +4 vs. fear
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +8 (1d4+4 P) or 
  leg blades +8 (1d6+4 S; critical bleed 1d6)
  Ranged static arc pistol +6 (1d6+3 E; critical arc 2) 
  Technomancer Spells Known (CL 3rd; melee +7, ranged +5)
  1st (3/day)—jolting surge, magic missile
  0 (at will)—daze (DC 15), detect magic
  STATISTICS
  Str +1; Dex +2; Con +1; Int +4; Wis +0; Cha –1 
  Skills Athletics +8, Computers +8, Mysticism +13 
  Languages Common, Jinsul
  Other Abilities magic hack (empowered weapon), powerful 
  leap, spell cache (gem embedded in armor)
  Gear warrior caste armor (as freebooter armor I), static arc 
  pistol with 2 batteries (20 charges each)
  
  FATE OF THE SCOURED GOD
  59
  SPECIAL ABILITIES 
  Powerful Leap (Ex) As jinsul sergeant (see page 58).
  JINSUL TERMINATOR  
  CR 3 
  CE Medium monstrous humanoid
  Init +2; Senses darkvision 60 ft.; Perception +13
  DEFENSE  
  HP 40
  EAC 15; KAC 17 
  Fort +5; Ref +7; Will +4; +4 vs. fear
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +9 (1d4+7 P) or 
  leg blades +9 (1d6+7 S; critical bleed 1d6)
  Ranged ifrit-class flamethrower +12 (1d6+3 F; critical burn 1d6)
  STATISTICS
  Str +4; Dex +2; Con +1; Int +0; Wis +0; Cha –1 
  Skills Athletics +8, Piloting +8, Survival +8 
  Languages Jinsul
  Other Abilities powerful leap
  Gear warrior caste armor (as freebooter armor I), ifrit-class 
  flamethrower with 20 petrol
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL WARRIOR  
  CR 1 
  CE Medium monstrous humanoid
  Init +2; Senses darkvision 60 ft.; Perception +10
  DEFENSE  
  HP 20
  EAC 11; KAC 13 
  Fort +3; Ref +5; Will +3; +4 vs. fear
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +6 (1d4+4 P) or 
  leg blades +6 (1d6+4 S; critical bleed 1d6)
  Ranged tactical arc emitter +9 (1d4+1 E)
  STATISTICS
  Str +4; Dex +2; Con +1; Int +0; Wis +0; Cha –1 
  Skills Athletics +5, Piloting +5, Survival +5 
  Languages Jinsul
  Other Abilities powerful leap
  Gear warrior caste armor (as freebooter armor I), tactical arc 
  emitter with 2 batteries (20 charges each)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  LESSER NIHILI 
  CR 3
  Variant nihili (Starfinder Alien Archive 82)
  CE Medium undead 
  Init +2; Senses darkvision 60 ft.; Perception +8
  Aura gravity well (5 ft., DC 14)
  DEFENSE  
  HP 41
  EAC 14; KAC 16 
  Fort +5; Ref +5; Will +4 
  Immunities undead immunities
  OFFENSE
  Speed 30 ft., climb 20 ft. 
  Melee slam +11 (1d6+7 B) 
  Offensive Abilities decompression gaze (15 ft., DC 14, 1d4+1 B)
  STATISTICS
  Str +4; Dex +2; Con —; Int +1; Wis +0; Cha +0 
  Skills Athletics +13 (+21 to climb), Stealth +8 
  Other Abilities unliving
  SPECIAL ABILITIES 
  Decompression Gaze (Su) The dead stare of a nihili makes 
  those around the undead feel like their own lungs are 
  starting to violently collapse, mimicking the nihili’s demise. 
  A living creature that can see and breathe that begins 
  its turn within 15 feet of a nihili must succeed at a DC 14 
  Fortitude save or take 1d4+1 bludgeoning damage.
  Gravity Well (Su) A nihili generates a field of gravity that 
  functions in a 5-foot aura around itself (including 5 feet 
  above the nihili), exerting a downward force toward the 
  nihili’s feet. This allows the nihili to function as if constantly 
  under the effect of spider climb. Any creature entering this 
  aura from an area of zero-g must succeed at a DC 14 Reflex 
  saving throw or be knocked prone.
  OCCULT ZOMBIE 
  CR 1
  Starfinder Alien Archive 114
  NE Medium undead 
  Init +2; Senses darkvision 60 ft.; Perception +5
  DEFENSE  
  HP 24
  EAC 11; KAC 13 
  Fort +3; Ref +3; Will +3 
  DR 5/magic; Immunities undead immunities
  OFFENSE
  Speed 30 ft. 
  Melee slam +8 (1d6+5 B) 
  STATISTICS
  Str +4; Dex +2; Con —; Int —; Wis +1; Cha +0 
  Skills Athletics +10 
  Other Abilities mindless, unliving
  SPECIAL ABILITIES 
  Staggered (Ex) An occult zombie is always considered 
  staggered and can never take more than a single move or 
  standard action in a round. It can’t take full actions.
  STREET CRAWLER 
  LEVEL 2
  Large land vehicle (10 ft. wide, 10 ft. long, 4 ft. high)
  Speed 20 ft., full 500 ft., 55 mph 
  EAC 14; KAC 15; Cover improved cover
  HP 24 (12); Hardness 5
  
  STARFINDER SOCIETY SCENARIO
  60
  Attack (Collision) 5d4 B (DC 11)
  Modifiers +0 Piloting, –2 attack (–4 at full speed)
  Systems autocontrol, planetary comm unit; Passengers 5
  TSIMTSARA  
  CR 5 
  Female nelentu solarian
  CE Medium monstrous humanoid
  Init +2; Senses blindsense (echolocation) 30 ft., darkvision  
  60 ft.; Perception +16
  DEFENSE  
  HP 70
  EAC 17; KAC 19 
  Fort +7; Ref +7; Will +8
  Defensive Abilities brain fungus; Resistances electricity 4
  OFFENSE
  Speed 30 ft., fly 30 ft. (average)
  Melee solar weapon +15 (1d6+10 S plus 1d3 F; critical burn 1d6) 
  Ranged frostbite-class zero pistol +12 (1d6+5 C; critical 
  staggered [DC 13])
  Offensive Abilities stellar revelations (black hole [25-ft. radius, 
  pull 15 ft., DC 13], dark matter [DR 2/–], radiation [5-ft. 
  radius, DC 13], supernova [10-ft. radius, 6d6 F, DC 13])
  STATISTICS
  Str +5; Dex +2; Con +0; Int +0; Wis +0; Cha +3 
  Skills Athletics +11, Diplomacy +11, Medicine +16, Mysticism +11
  Languages Common, Jinsul, Nelentu; limited telepathy 30 ft.
  Other Abilities solar manifestation (solar weapon),  
  stellar alignment
  Gear d-suit I, frostbite-class zero pistol with 1 battery (20 
  charges), least photon crystal; Augmentations mk 2 resistant 
  hide AR
  SPECIAL ABILITIES 
  Brain Fungus (Ex) A nelentu’s symbiotic fungus takes the brunt 
  of mental attacks first, leaving the physical body functional 
  but cognitively impaired. This ability functions like the 
  neural shunt mechanic trick, except that throughout the 
  effect’s duration the nelentu takes a –2 penalty to all saves 
  and cannot communicate or attempt Intelligence-, Wisdom-, 
  or Charisma-based checks. This ability can be used only 
  once per day, as a reaction.
  VIVID DREAM MONSTER  
  CR 7 
  LN Huge outsider (native)
  Init +2; Senses darkvision 60 ft.; Perception +14
  DEFENSE  
  HP 105
  EAC 19; KAC 21 
  Fort +9; Ref +9; Will +8
  Defensive Abilities tormented dream 
  OFFENSE
  Speed 40 ft., fly 40 ft. (perfect)
  Melee slam +18 (2d6+12 B nonlethal) 
  Space 15 ft.; Reach 15 ft.
  Offensive Abilities curse of nightmares
  Spell-Like Abilities (CL 7th) 
  3/day—deep slumber (DC 16), mind thrust (2nd level, DC 15) 
  At will—fear (1st level, DC 14)
  Constant—see invisibility 
  STATISTICS
  Str +5; Dex +2; Con +4; Int +0; Wis +2; Cha +3 
  Skills Acrobatics +14 (+23 to fly), Athletics +19, Mysticism +19 
  Languages Jinsul; telepathy 60 ft. 
  SPECIAL ABILITIES 
  Curse of Nightmares (Su) A creature struck by the dream 
  monster’s slam attack is cursed by persistent nightmares 
  of jinsuls crawling over and beneath their skin (Will DC 
  15 negates). The creature is permanently reduced to the 
  weakened state on the mental disease track, except the 
  creature is fatigued instead of shaken. If the creature contracts 
  a mental disease while cursed, it immediately advances to the 
  impaired state; if it is cured of the disease, it cannot be restored 
  to better than the weakened state so long as the curse persists. 
  This is a curse effect that lasts for 24 hours.
  Tormented Dream (Ex) The dream monster perpetually has 
  the confused condition, possibly influenced by the use of 
  devices as described on page 46. A creature that attempts 
  to use a mind-affecting effect on the dream monster 
  contacts its tortured psyche and must succeed at a DC 15 
  Will save or the effect fails and the creature using the mind-
  affecting effect becomes confused for 1d4 rounds. If the 
  creature rolls a natural 1 on this save, it also contracts the 
  curse of nightmares (above).
  SUBTIER 3–4 STARSHIPS
  JINSUL ASSAULT CRAFT 
  TIER 4 
  Medium transport
  Speed 4; Maneuverability average (turn 2); Drift 1
  AC 17; TL 17 
  HP 85; DT —; CT 17 
  Shields light 70 (forward 20, starboard 15, port 15, aft 20) 
  Attack (forward) railgun (8d4; 20 hexes), vandal rocket (4d8 
  plus drones; 20 hexes)
  Attack (turret) linked coilguns (8d4; 20 hexes)
  Power Core Arcus Heavy (130 PCU); Drift Engine Signal Basic; 
  Systems basic computer, basic medium-range sensors, mk 3 
  armor, mk 3 defenses, self-destruct system; Expansion Bays 
  cargo holds (5)
  Modifiers +2 Computers (sensors only), +2 Piloting, reversible; 
  Complement 6
  CREW
  Captain Diplomacy +6 (2 ranks), Intimidate +10 (4 ranks)
  Engineer Engineering +10 (4 ranks)
  Gunners (2) gunnery +8 (4th level)
  Pilot Piloting +15 (4 ranks)
  Science Officer Computers +10 (4 ranks)
  SPECIAL 
  Reversible Jinsul ships’ overall shape and the positioning of 
  
  FATE OF THE SCOURED GOD
  61
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  Vandal Rocket This weapon functions identically to a high 
  explosive missile launcher, except that pieces of the rocket’s 
  shrapnel animate into drones that continue to rend the ship 
  if it successfully deals Hull Point damage. Each successive 
  gunnery phase, the target ship takes 1d4 damage to its Hull 
  Points until the drones are either forcibly removed during 
  the engineering phase with a successful Engineering check 
  (DC = 15 + 2 × the engineer’s starship’s tier) or shaken off by 
  the pilot during the helm phase with a successful barrel roll, 
  flip and burn, or flyby stunt. Multiple rocket strikes cannot 
  increase this continual damage beyond 1d4 per round.
  JINSUL BOMBARD 
  TIER 2 
  Small light freighter
  Speed 8; Maneuverability good (turn 1); Drift 1
  AC 14; TL 14 
  HP 40; DT —; CT 8 
  Shields basic 40 (forward 10, starboard 10, port 10, aft 10) 
  Attack (forward) coilgun (4d4; 20 hexes), stealth nuclear 
  missile launcher (5d8; 20 hexes)
  Attack (port) light laser cannon (2d4; 5 hexes)
  Attack (starboard) light laser cannon (2d4; 5 hexes)
  Power Core Pulse Black (120 PCU); Drift Engine Signal Basic; 
  Systems budget medium-range sensors, mk 2 armor, mk 2 
  defenses, mk 2 duonode computer, self-destruct system; 
  Expansion Bays cargo holds (3)
  Modifiers +2 to any two checks per round, +1 Piloting, 
  reversible; Complement 6
  CREW
  Captain Diplomacy +6 (1 rank), Intimidate +7 (2 ranks)
  Engineer Engineering +7 (2 ranks)
  Gunners (2) gunnery +6 (2nd level)
  Pilot Piloting +12 (2 ranks)
  Science Officer Computers +7 (2 ranks)
  SPECIAL 
  Reversible Jinsul ships’ overall shape and the positioning of 
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  Stealth Nuclear Missile Launcher This weapon functions as 
  a tactical nuclear missile launcher, but the ammunition is 
  invisible and hard to dodge, allowing it to ignore the point 
  weapon ability and any bonuses granted by a successful 
  evade stunt.
  JINSUL HULLBREAKER 
  TIER 4 
  Medium explorer
  Speed 10; Maneuverability good (turn 1); Drift 1
  AC 17; TL 18 
  HP 65; DT —; CT 13 
  Shields light 60 (forward 15, starboard 15, port 15, aft 15) 
  Attack (forward) chain cannon (6d4; 5 hexes)
  Attack (port) boarding tube (2d4 plus saboteur; 1 hex)
  Attack (starboard) boarding tube (2d4 plus saboteur; 1 hex)
  Attack (aft) laser net (2d6; 5 hexes)
  Attack (turret) coilgun (4d4; 20 hexes)
  Power Core Arcus Heavy (130 PCU); Drift Engine Signal Basic; 
  Systems basic computer, budget medium-range sensors, mk 
  3 armor, mk 4 defenses, self-destruct system; Expansion 
  Bays cargo holds (4)
  Modifiers +1 Piloting, reversible; Complement 6
  CREW
  Captain Diplomacy +6 (2 ranks), Intimidate +10 (4 ranks)
  Engineer Engineering +10 (4 ranks)
  Gunners (2) gunnery +8 (4th level)
  Pilot Piloting +15 (4 ranks)
  Science Officer Computers +10 (4 ranks)
  SPECIAL 
  Boarding Tube These tubes are loaded with jinsul saboteurs 
  and laced in a polarized sheath that allows them to penetrate 
  shields. This weapon can attack a starship only in an adjacent 
  hex. On a successful hit, half the damage (rounded down) 
  applies directly to the target ship’s Hull Points, and a jinsul 
  saboteur gets injected onto the ship. This saboteur inflicts 
  1d4 damage to the ship’s Hull Points during each gunnery 
  phase until one or more crew members kill the intruder (HP 
  17, EAC 11, KAC 12, Fort +1, Ref +1, Will +4), using one starship 
  combat action to make up to one standard action onboard the 
  ship while pursuing the saboteur. One boarding tube can only 
  inject 5 saboteurs per starship combat.
  Reversible Jinsul ships’ overall shape and the positioning of 
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  JINSUL SCOUT CRAFT 
  TIER 3 
  Medium explorer
  Speed 10; Maneuverability good (turn 1); Drift 1
  AC 16; TL 17 
  HP 55; DT —; CT 11 
  Shields light 60 (forward 15, starboard 15, port 15, aft 15) 
  Attack (port) gyrolaser (1d8; 5 hexes)
  Attack (starboard) gyrolaser (1d8; 5 hexes)
  Attack (aft) vandal rocket (4d8 plus drones; 20 hexes)
  Attack (turret) coilgun (4d4; 20 hexes)
  Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; 
  Systems basic medium-range sensors, mk 2 duonode computer, 
  mk 3 armor, mk 4 defenses; Expansion Bays cargo holds (4)
  Modifiers +2 to any two checks per round, +2 Computers 
  (sensors only), +1 Piloting, reversible; Complement 6
  CREW
  Captain Diplomacy +5 (1 rank), Intimidate +8 (3 ranks)
  Engineer Engineering +13 (3 ranks)
  
  STARFINDER SOCIETY SCENARIO
  62
  Gunners (2) gunnery +7 (3rd level)
  Pilot Piloting +13 (3 ranks)
  Science Officer Computers +13 (3 ranks)
  SPECIAL 
  Reversible Jinsul ships’ overall shape and the positioning of 
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  Vandal Rocket This weapon functions identically to a high 
  explosive missile launcher, except that pieces of the rocket’s 
  shrapnel animate into drones that continue to rend the ship 
  if it successfully deals Hull Point damage. Each successive 
  gunnery phase, the target ship takes 1d4 damage to its Hull 
  Points until the drones are either forcibly removed during 
  the engineering phase with a successful Engineering check 
  (DC = 15 + 2 × the engineer’s starship’s tier) or shaken off by 
  the pilot during the helm phase with a successful barrel roll, 
  flip and burn, or flyby stunt. Multiple rocket strikes cannot 
  increase this continual damage beyond 1d4 per round.
  APPENDIX 3: SUBTIER 5–6 FOES
  DEMON FLESHRENDER  
  CR 5 
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +3; Senses darkvision 60 ft.; Perception +11
  DEFENSE  
  HP 70 
  EAC 17; KAC 19 
  Fort +9; Ref +7; Will +4
  Defensive Abilities unflankable; DR 5/good; Immunities 
  electricity, poison; Resistances acid 5, cold 5, fire 5
  OFFENSE
  Speed 40 ft., climb 30 ft.
  Melee bite +15 (1d6+10 P)
  Ranged flame gout +12 (1d6+5; critical burn 1d6 F)
  STATISTICS
  Str +4; Dex +2; Con +1; Int –3; Wis +0; Cha +0 
  Skills Acrobatics +11, Athletics +11, Bluff +11, Intimidate +11 
  Feats Cleave
  Languages Abyssal, Jinsul
  SPECIAL ABILITIES 
  Flame Gout (Ex) A fleshrender’s flame gout attack has a range 
  increment of 30 feet and unlimited ammunition.
  DEVIL, MEDIUM  
  CR 3 
  LE Small outsider (devil, evil, extraplanar, lawful)
  Init +2; Senses darkvision 60 ft., see in darkness; Perception +8
  DEFENSE  
  HP 40 
  EAC 14; KAC 16 
  Fort +7; Ref +5; Will +2
  Immunities fire, poison; Resistances acid 3, cold 3
  OFFENSE
  Speed 30 ft.
  Melee claw +12 (1d6+7 S) 
  STATISTICS
  Str +4; Dex +2; Con +1; Int –3; Wis +0; Cha +0 
  Skills Acrobatics +5, Athletics +5, Bluff +5, Mysticism +5 
  Languages Infernal
  GODBLOOD HORROR 
  CR 5 
  LE Medium ooze
  Init +2; Senses blindsight (life) 60 ft., sightless; Perception +11
  DEFENSE  
  HP 70 
  EAC 17; KAC 19
  Fort +9; Ref +5; Will +2 
  Defensive Abilities regeneration 5 (special); DR 5/bludgeoning; 
  Immunities acid, ooze immunities
  Weaknesses vulnerable to freezing
  OFFENSE
  Speed 30 ft., climb 30 ft. 
  Melee slam +15 (1d4+10 A; critical corrode 1d4)
  Ranged blood surge +12 (1d6+5 A ; critical corrode 1d4) 
  Offensive Abilities distraction (DC 13), sticky blood (3/day)
  STATISTICS
  Str +5; Dex +2; Con +3; Int —; Wis +0; Cha +0 
  Skills Acrobatics +11, Athletics +11
  Languages Jinsul (can’t speak any language)
  Other Abilities mindless
  SPECIAL ABILITIES 
  Blood Surge (Ex) A godblood’s blood surge attack has a range 
  increment of 30 feet and unlimited ammunition. 
  Regeneration (Su) A godblood’s regeneration cannot be 
  overcome by conventional damage. The only way to 
  permanently kill a godblood is to successfully disable it 
  using a device (see page 46). 
  Sticky Blood (Su) Three times per day as a reaction, a godblood 
  can inflict its corrode critical effect on a creature it strikes 
  with its slam or blood surge attack, even if the attack is not 
  a critical hit. Using this ability does not deal double damage 
  like a normal critical hit; it inflicts only the corrode critical 
  hit effect. As long as a target of this ability suffers the 
  corrode effect, it gains the entangled condition. 
  Vulnerable to Freezing (Ex) A godblood’s fluid form can be 
  frozen with cold damage. It has cold vulnerability, and if 
  it takes cold damage, it does not recover Hit Points via its 
  regeneration until its next turn (although the godblood 
  cannot be permanently slain in this way; see regeneration 
  above).
  JESKRAAL 
  CR 1
  N Medium animal
  Init +1; Senses low-light vision, scent; Perception +5
  DEFENSE  
  HP 24
  EAC 13; KAC 14
  Fort +5; Ref +5; Will +1
  Defensive Abilities inhabit armor
  
  FATE OF THE SCOURED GOD
  63
  OFFENSE
  Speed 30 ft.
  Melee bite +8 (1d6+5 P)
  STATISTICS
  Str +4; Dex +1; Con +2; Int –4; Wis +0; Cha +0
  Skills Athletics +10, Survival +5
  Feats Bodyguard
  Gear freebooter armor I
  SPECIAL ABILITIES
  Inhabit Armor (Ex) A jeskraal’s tail has several muscular 
  protrusions that allow it to shape a suit of armor into a 
  suitable shell in moments. It then uses the shell to protect 
  its vitals. A jeskraal can use its inhabited armor to convert 
  a critical hit against it, or against an ally whose Armor Class 
  it has increased with the Bodyguard feat, into a normal hit. 
  Doing so imposes a –4 penalty on the jeskraal’s EAC and 
  KAC until it takes a full-round action to readjust its armor. 
  Jeskraals are proficient with all light and heavy armors 
  and can don armor hastily at no penalty. The DC of any 
  Engineering check required to resize armor reclaimed from a 
  jeskraal increases by 4, and the armor costs twice as many 
  credits to be refitted by a professional.
  JINSUL CHAMPION  
  CR 7 
  CE Medium monstrous humanoid
  Init +6; Senses darkvision 60 ft.; Perception +14
  DEFENSE  
  HP 105
  EAC 19; KAC 21 
  Fort +9; Ref +11; Will +8; +4 vs. fear
  Defensive Abilities unflankable, unshakable belief
  OFFENSE
  Speed 50 ft., fly 40 ft. (jetpack; average)
  Melee bite +18 (2d6+12 P) or 
  leg blades +18 (2d6+12 S; critical bleed 2d4)
  Ranged red star plasma pistol +15 (1d8+7 E & F; critical  
  burn 1d8)
  Spell-Like Abilities (CL 7th) 
  1/day—haste, lesser resistant armor
  3/day—hold portal (DC 15), mind thrust (1st level; DC 13), 
  mystic cure (1st level), see invisibility
  At will— reflecting armor, supercharge weapon
  STATISTICS
  Str +5; Dex +2; Con +3; Int +2; Wis +2; Cha +4 
  Skills Acrobatics +14, Athletics +19, Bluff +19, Mysticism +14 
  Languages Jinsul
  Other Abilities powerful leap 
  Gear elite defiance series (jetpack), red star plasma pistol with 
  1 battery (20 charges), viridian balbis aeon stone AR
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  Unshakable Belief (Ex) Whenever a jinsul champion is the 
  target of a trick attack, the jinsul can attempt a Bluff or 
  Sense Motive check as a reaction. If the jinsul’s result equals 
  or exceeds that of the trick attack skill roll, the trick attack 
  is unsuccessful. If the jinsul’s result exceeds the trick attack 
  result by 5 or more, the creature performing the trick attack 
  gains the off-target condition until the end of its next turn.
  JINSUL CRUSADER  
  CR 5 
  CE Medium monstrous humanoid
  Init +6; Senses darkvision 60 ft.; Perception +11
  DEFENSE  
  HP 70
  EAC 17; KAC 19 
  Fort +7; Ref +9; Will +6; +4 vs. fear
  Defensive Abilities unflankable, unshakable belief; Resistances 
  sonic 5
  OFFENSE
  Speed 50 ft.
  Melee bite +15 (1d6+10 P) or 
  leg blades +15 (1d6+10 S; critical bleed 1d6)
  Ranged frostbite-class zero pistol +12 (1d6+5 C; critical 
  staggered [DC 13])
  Spell-Like Abilities (CL 5th) 
  1/day—mind thrust (1st level; DC 13), mystic cure (1st level) 
  3/day—hold portal, reflecting armor, supercharge weapon 
  At will—psychokinetic hand, telepathic message 
  STATISTICS
  Str +5; Dex +2; Con +3; Int +2; Wis +2; Cha +3 
  Skills Acrobatics +11, Athletics +16, Bluff +16, Mysticism +11 
  Languages Jinsul
  Other Abilities powerful leap 
  Gear elite defiance series (sonic dampener), frostbite-class 
  zero pistol with 2 batteries (20 charges each), viridian balbis 
  aeon stone AR
  SPECIAL ABILITIES 
  Powerful Leap (Ex) As jinsul champion (see above).
  Unshakable Belief (Ex) Whenever a jinsul champion is the 
  target of a trick attack, the jinsul can attempt a Bluff or 
  Sense Motive check as a reaction. If the jinsul’s result equals 
  or exceeds that of the trick attack skill roll, the trick attack 
  is unsuccessful. If the jinsul’s result exceeds the trick attack 
  result by 5 or more, the creature performing the trick attack 
  gains the off-target condition until the end of its next turn.
  JINSUL DEFENSE ROBOT 
  CR 5 
  CN Medium construct (technological)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +16
  DEFENSE  
  HP 70 
  EAC 17; KAC 19 
  Fort +5; Ref +5; Will +2 
  Defensive Abilities integrated weapons; Immunities construct 
  immunities
  OFFENSE
  Speed 30 ft., climb 20 ft. 
  Melee pincer blade +15 (1d6+10 P)
  
  STARFINDER SOCIETY SCENARIO
  64
  Ranged integrated tactical acid dart rifle +12 (1d8+5 A & P; 
  critical corrode 1d4) 
  Offensive Abilities create darkness
  STATISTICS
  Str +5; Dex +3; Con —; Int —; Wis +2; Cha +0 
  Skills Acrobatics +16, Athletics +16
  Languages Jinsul
  Other Abilities mindless, unliving
  Gear tactical acid dart rifle with 20 darts
  SPECIAL ABILITIES 
  Integrated Weapons (Ex) The robot’s weapons are integrated 
  into its frame and can’t be disarmed.
  JINSUL GROUND TROOPER  
  CR 5 
  Jinsul soldier
  CE Medium monstrous humanoid
  Init +3; Senses darkvision 60 ft.; Perception +11
  DEFENSE  
  HP 70
  EAC 17; KAC 20 
  Fort +7; Ref +7; Will +8; +4 vs. fear
  Defensive Abilities unflankable 
  OFFENSE
  Speed 40 ft.
  Melee tactical skyfire sword +15 (2d4+10 F; critical burn 1d8) or 
  bite +15 (1d6+10 P) or 
  leg blades +15 (2d4+10 S; critical bleed 1d6)
  Ranged squad machine gun +12 (1d10+5 P) or
  screamer grenade I +12 (explode [15 ft., 1d10 So plus 
  deafened 1d4 minutes, DC 13]) 
  Offensive Abilities fighting styles (guard), gear boost (armored 
  advantage), guard’s protection
  STATISTICS
  Str +5; Dex +3; Con +2; Int +0; Wis +0; Cha +0 
  Skills Acrobatics +11, Athletics +16, Intimidate +11 
  Feats Step Up
  Languages Jinsul
  Other Abilities powerful leap
  Gear estex suit II, squad machine gun with 40 rounds, tactical 
  skyfire sword, screamer grenades I (2)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL SCOUT VETERAN  
  CR 4 
  Jinsul operative
  CE Medium monstrous humanoid
  Init +7; Senses darkvision 60 ft.; Perception +16
  DEFENSE  
  HP 45 
  EAC 16; KAC 17 
  Fort +3; Ref +5; Will +7; +4 vs. fear
  Defensive Abilities evasion, unflankable
  OFFENSE
  Speed 50 ft.
  Melee bite +9 (1d4+7 P) or 
  leg blades +9 (1d6+7 S; critical bleed 1d6)
  Ranged explorer handcoil +11 (1d6+4 E; critical arc 1d6) or 
  survival flare gun +11 (1d3+4 F; critical burn 1d6) 
  Offensive Abilities debilitating trick, trick attack +1d8
  STATISTICS
  Str +3; Dex +5; Con +1; Int +0; Wis +0; Cha –1 
  Skills Acrobatics +16, Athletics +16, Culture +16, Sense Motive 
  +11, Stealth +11, Survival +16 
  Feats Nimble Moves
  Languages Jinsul
  Other Abilities operative exploits (combat trick, uncanny 
  mobility), powerful leap, specialization (explorer)
  Gear defrex hide armor, explorer handcoil AR with 2 batteries 
  (20 charges each), survival flare gun with 1 flare, comm unit
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL SERGEANT  
  CR 5 
  Jinsul technomancer
  CE Medium monstrous humanoid
  Init +3; Senses darkvision 60 ft.; Perception +16
  DEFENSE  
  HP 60 RP 4
  EAC 16; KAC 17 
  Fort +5; Ref +7; Will +11; +4 vs. fear
  Defensive Abilities defiant faith, unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +11 (1d4+7 P) or
  leg blades +11 (1d6+7 S; critical bleed 1d6)
  Ranged frostbite-class zero pistol +9 (1d6+5 C; critical 
  staggered [DC 15]) 
  Technomancer Spells Known (CL 5th; melee +11, ranged +9)
  2nd (3/day)—caustic conversion, inject nanobots (DC 17)
  1st (6/day)—jolting surge, magic missile, overheat
  0 (at will)—daze (DC 15), detect magic
  STATISTICS
  Str +2; Dex +3; Con +1; Int +5; Wis +0; Cha –1 
  Skills Athletics +11, Computers +11, Mysticism +16 
  Languages Common, Jinsul
  Other Abilities magic hacks (debug spell, empowered weapon), 
  powerful leap, spell cache (gem embedded in armor)
  Gear d-suit I, frostbite-class zero pistol with 2 batteries (20 
  charges each)
  SPECIAL ABILITIES 
  Defiant Faith (Ex) Whenever a creature casts an offensive 
  spell that targets a jinsul sergeant or its allies, the jinsul 
  sergeant can attempt a Mysticism check in response as a 
  reaction. If the jinsul’s result equals or exceeds a DC equal 
  to 20 + the spell’s level, the spell fails. If the jinsul’s result 
  exceeds the DC by 5 or more, the creature casting the spell 
  gains the shaken condition until the end of its next turn.
  
  FATE OF THE SCOURED GOD
  65
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL TERMINATOR  
  CR 3 
  CE Medium monstrous humanoid
  Init +2; Senses darkvision 60 ft.; Perception +13
  DEFENSE 
  HP 40
  EAC 15; KAC 17 
  Fort +5; Ref +7; Will +4; +4 vs. fear
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +9 (1d4+7 P) or 
  leg blades +9 (1d6+7 S; critical bleed 1d6)
  Ranged ifrit-class flamethrower +12 (1d6+3 F; critical burn 1d6)
  STATISTICS
  Str +4; Dex +2; Con +1; Int +0; Wis +0; Cha –1 
  Skills Athletics +8, Piloting +8, Survival +8 
  Languages Jinsul
  Other Abilities powerful leap
  Gear warrior caste armor (as freebooter armor I), ifrit-class 
  flamethrower with 20 petrol
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL WALKER CREW  
  CR 5 
  Jinsul mechanic
  CE Medium monstrous humanoid
  Init +3; Senses darkvision 60 ft.; Perception +17
  DEFENSE 
  HP 65 
  EAC 17; KAC 18 
  Fort +6; Ref +8; Will +8; +4 vs. fear
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +11 (1d4+7 P) or 
  leg blade +11 (1d6+7 S; critical bleed 1d6)
  Ranged thunderstrike sonic rifle +13 (1d10+5 So; critical deafen 
  [DC 15]) 
  Offensive Abilities mechanic tricks (neural shunt, overcharge), 
  overload, target tracking
  STATISTICS
  Str +2; Dex +3; Con +2; Int +5; Wis +0; Cha –1 
  Skills Acrobatics +12, Athletics +12, Computers +17, 
  Engineering +17, Piloting +17
  Languages Jinsul
  Other Abilities artificial intelligence (exocortex), custom rig 
  (armor slot), powerful leap, remote hack, wireless hack
  Gear estex suit II, thunderstrike sonic rifle with 2 high-capacity 
  batteries (40 charges each)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) As jinsul terminator (see above).
  JINSUL WARPRIEST  
  CR 5 
  Jinsul mystic
  LE Medium monstrous humanoid
  Init +0; Senses darkvision 60 ft.; Perception +16
  DEFENSE 
  HP 60 RP 4
  EAC 17; KAC 19 
  Fort +4; Ref +6; Will +10; +4 vs. fear
  Defensive Abilities divine radiance (DC 15), share pain (DC 15), 
  unflankable
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +9 (1d10+9 B) 
  Ranged blasting wyrmling dragon pistol +11 (1d6+5 F; critical 
  burn 1d6) 
  Offensive Abilities backlash
  Mystic Spells Known (CL 5th; melee +9, ranged +11)
  2nd (3/day)—hurl forcedisk, mind thrust (2nd level, DC 17)
  1st (6/day)—command (DC 16), mystic cure (1st level), lesser 
  confusion (DC 16)
  0 (at will)—daze (DC 15), telekinetic projectile
  Connection mindbreaker
  STATISTICS
  Str +4; Dex +0; Con +3; Int +0; Wis +5; Cha +2 
  Skills Athletics +11, Bluff +11, Intimidate +16, Mysticism +16 
  Languages Common, Infernal, Jinsul
  Other Abilities mindlink, powerful leap
  Gear battle harness (blasting wyrmling dragon pistol AR with 
  20 petrol)
  SPECIAL ABILITIES 
  Divine Radiance (Ex) A jinsul warpriest’s violent fervor shines 
  into a glowing aura around it. Each creature within 10 feet 
  of the jinsul must succeed at a DC 15 Will save every round 
  or be blinded until the end of its next turn. 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  LESSER NIHILI 
  CR 3
  Variant nihili (Starfinder Alien Archive 82)
  CE Medium undead 
  Init +2; Senses darkvision 60 ft.; Perception +8
  Aura gravity well (5 ft., DC 14)
  DEFENSE 
  HP 41
  EAC 14; KAC 16 
  Fort +5; Ref +5; Will +4 
  Immunities undead immunities
  OFFENSE
  Speed 30 ft., climb 20 ft. 
  Melee slam +11 (1d6+7 B) 
  Offensive Abilities decompression gaze (15 ft., DC 14, 1d4+1 B)
  STATISTICS
  Str +4; Dex +2; Con —; Int +1; Wis +0; Cha +0 
  Skills Athletics +13 (+21 to climb), Stealth +8 
  Other Abilities unliving
  
  STARFINDER SOCIETY SCENARIO
  66
  SPECIAL ABILITIES 
  Decompression Gaze (Su) The dead stare of a nihili makes 
  those around the undead feel like their own lungs are 
  starting to violently collapse, mimicking the nihili’s demise. 
  A living creature that can see and breathe that begins 
  its turn within 15 feet of a nihili must succeed at a DC 14 
  Fortitude save or take 1d4+1 bludgeoning damage.
  Gravity Well (Su) A nihili generates a field of gravity that 
  functions in a 5-foot aura around itself (including 5 feet above 
  the nihili), exerting a downward force toward the nihili’s feet. 
  This allows the nihili to function as if constantly under the 
  effect of spider climb. Any creature entering this aura from an 
  area of zero-g must succeed at a DC 14 Reflex saving throw or 
  be knocked prone.
  NIHILI 
  CR 5
  Starfinder Alien Archive 82
  CE Medium undead 
  Init +3; Senses darkvision 60 ft.; Perception +11
  Aura gravity well (5 ft., DC 15)
  DEFENSE 
  HP 72
  EAC 17; KAC 19 
  Fort +7; Ref +7; Will +6 
  Immunities undead immunities
  OFFENSE
  Speed 30 ft., climb 20 ft. 
  Melee slam +14 (1d6+10 B) 
  Offensive Abilities decompression gaze (15 ft., DC 15, 1d4+3 B)
  STATISTICS
  Str +5; Dex +3; Con —; Int +2; Wis +0; Cha +0 
  Skills Athletics +16 (+24 to climb), Stealth +11 
  Other Abilities unliving
  SPECIAL ABILITIES 
  Decompression Gaze (Su) The dead stare of a nihili makes 
  those around the undead feel like their own lungs are 
  starting to violently collapse, mimicking the nihili’s demise. 
  A living creature that can see and breathe that begins 
  its turn within 15 feet of a nihili must succeed at a DC 15 
  Fortitude save or take 1d4+3 bludgeoning damage.
  Gravity Well (Su) A nihili generates a field of gravity that 
  functions in a 5-foot aura around itself (including 5 feet 
  above the nihili), exerting a downward force toward the 
  nihili’s feet. This allows the nihili to function as if constantly 
  under the effect of spider climb. Any creature entering this 
  aura from an area of zero-g must succeed at a DC 15 Reflex 
  saving throw or be knocked prone.
  TACTICAL WALKER 
  LEVEL 7
  Huge land vehicle (10 ft. wide, 10 ft. long, 20 ft. high)
  Speed 35 ft., full 420 ft., 48 mph 
  EAC 19; KAC 21; Cover improved cover
  HP 105 (52); Hardness 10
  Attack (Collision) 7d10 B (DC 13)
  Attack tactical reaction cannon (2d10 P) 
  Modifiers +0 Piloting, –3 attack (–6 at full speed)
  Systems autopilot (Piloting +14), enhanced sensors (darkvision 
  120 ft.), planetary comm unit; Passengers 3
  TSIMTSARA  
  CR 7 
  Female nelentu solarian
  CE Medium monstrous humanoid
  Init +2; Senses blindsense (echolocation) 30 ft., darkvision  
  60 ft.; Perception +19
  DEFENSE 
  HP 150
  EAC 19; KAC 21 
  Fort +9; Ref +9; Will +10
  Defensive Abilities brain fungus; Resistances electricity 6
  OFFENSE
  Speed 30 ft., fly 30 ft. (average)
  Melee solar weapon +18 (2d6+12 S plus 1d3 F; critical burn 1d6) 
  Ranged sable shadow pistol +15 (1d10+7 C; critical blind [DC 15])
  Offensive Abilities flashing strikes, stellar revelations (black 
  hole [25-ft. radius, pull 15 ft., DC 15], corona, dark matter 
  [DR 2/–], supernova [10-ft. radius, 8d6 F, DC 15])
  STATISTICS
  Str +5; Dex +2; Con +0; Int +0; Wis +0; Cha +4 
  Skills Athletics +14, Diplomacy +14, Medicine +19, Mysticism +14
  Languages Common, Jinsul, Nelentu; limited telepathy 30 ft.
  Other Abilities solar manifestation (solar weapon), stellar 
  alignment
  Gear d-suit II, sable shadow pistol AR with 1 high-capacity 
  battery (40 charges), least photon crystal; Augmentations 
  mk 3 resistant hide AR
  SPECIAL ABILITIES 
  Brain Fungus (Ex) A nelentu’s symbiotic fungus takes the brunt 
  of mental attacks first, leaving the physical body functional 
  but cognitively impaired. This ability functions like the 
  neural shunt mechanic trick, except that throughout the 
  effect’s duration the nelentu takes a –2 penalty to all saves 
  and cannot communicate or attempt Intelligence-, Wisdom-, 
  or Charisma-based checks. This ability can be used only 
  once per day, as a reaction.
  SUBTIER 5–6 STARSHIPS
  JINSUL ASSAULT CRAFT 
  TIER 6 
  Medium transport
  Speed 6; Maneuverability average (turn 2); Drift 1
  AC 20; TL 21 
  HP 85; DT —; CT 17 
  Shields medium 90 (forward 25, starboard 20, port 20, aft 25) 
  Attack (forward) maser (6d10; 20 hexes), vandal rocket (4d8 
  plus drones; 20 hexes)
  Attack (aft) gyrolaser (1d8; 5 hexes)
  Attack (turret) linked coilguns (8d4; 20 hexes)
  Power Core Pulse Red (175 PCU); Drift Engine Signal Basic; 
  
  FATE OF THE SCOURED GOD
  67
  Systems basic medium-range sensors, mk 2 trinode 
  computer, mk 4 armor, mk 5 defenses, self-destruct system; 
  Expansion Bays cargo holds (5)
  Modifiers +2 to any three checks per round, +2 Computers 
  (sensors only), +1 Piloting, reversible; Complement 6
  CREW
  Captain Diplomacy +10 (3 ranks), Intimidate +13 (6 ranks)
  Engineer Engineering +13 (6 ranks)
  Gunners (2) gunnery +11 (6th level)
  Pilot Piloting +18 (6 ranks)
  Science Officer Computers +13 (6 ranks)
  SPECIAL 
  Reversible Jinsul ships’ overall shape and the positioning of 
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  Vandal Rocket This weapon functions identically to a high 
  explosive missile launcher, except that pieces of the rocket’s 
  shrapnel animate into drones that continue to rend the ship 
  if it successfully deals Hull Point damage. Each successive 
  gunnery phase, the target ship takes 1d4 damage to its Hull 
  Points until the drones are either forcibly removed during 
  the engineering phase with a successful Engineering check 
  (DC = 15 + 2 × the engineer’s starship’s tier) or shaken off by 
  the pilot during the helm phase with a successful barrel roll, 
  flip and burn, or flyby stunt. Multiple rocket strikes cannot 
  increase this continual damage beyond 1d4 per round.
  JINSUL HULLBREAKER 
  TIER 4 
  Medium explorer
  Speed 10; Maneuverability good (turn 1); Drift 1
  AC 17; TL 18 
  HP 65; DT —; CT 13 
  Shields light 60 (forward 15, starboard 15, port 15, aft 15) 
  Attack (forward) chain cannon (6d4; 5 hexes)
  Attack (port) boarding tube (2d4 plus saboteur; 1 hex)
  Attack (starboard) boarding tube (2d4 plus saboteur; 1 hex)
  Attack (aft) laser net (2d6; 5 hexes)
  Attack (turret) coilgun (4d4; 20 hexes)
  Power Core Arcus Heavy (130 PCU); Drift Engine Signal Basic; 
  Systems basic computer, budget medium-range sensors, mk 
  3 armor, mk 4 defenses, self-destruct system; Expansion 
  Bays cargo holds (4)
  Modifiers +1 Piloting, reversible; Complement 6
  CREW
  Captain Diplomacy +6 (2 ranks), Intimidate +10 (4 ranks)
  Engineer Engineering +10 (4 ranks)
  Gunners (2) gunnery +8 (4th level)
  Pilot Piloting +15 (4 ranks)
  Science Officer Computers +10 (4 ranks)
  SPECIAL 
  Boarding Tube These tubes are loaded with jinsul saboteurs 
  and laced in a polarized sheath that allows them to penetrate 
  shields. This weapon can attack a starship only in an adjacent 
  hex. On a successful hit, half the damage (rounded down) 
  applies directly to the target ship’s Hull Points, and a jinsul 
  saboteur gets injected onto the ship. This saboteur inflicts 
  1d4 damage to the ship’s Hull Points during each gunnery 
  phase until one or more crew members kill the intruder (HP 
  17, EAC 11, KAC 12, Fort +1, Ref +1, Will +4), using one starship 
  combat action to make up to one standard action onboard the 
  ship while pursuing the saboteur. One boarding tube can only 
  inject 5 saboteurs per starship combat.
  Reversible Jinsul ships’ overall shape and the positioning of 
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  JINSUL IRRADIATOR 
  TIER 6 
  Medium transport
  Speed 6; Maneuverability average (turn 2); Drift 1
  AC 21; TL 21 
  HP 85; DT —; CT 17 
  Shields medium 120 (forward 30, starboard 30, port 30, aft 30) 
  Attack (forward) graser (7d10; 5 hexes), flak thrower (3d4; 
  5 hexes)
  Attack (turret) stealth nuclear missile launcher (5d8; 20 hexes)
  Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; 
  Systems basic computer, basic medium-range sensors, mk 5 
  armor, mk 6 defenses; Expansion Bays cargo holds (5)
  Modifiers +2 Computers (sensors only), +1 Piloting, reversible; 
  Complement 6
  CREW
  Captain Computers +13 (6 ranks), Diplomacy +10 (3 ranks), 
  Engineering +13 (6 ranks), gunnery +9 (6th level), Intimidate 
  +13 (6 ranks)
  Engineer Engineering +18 (6 ranks)
  Gunners (2) gunnery +11 (6th level)
  Pilot Piloting +18 (6 ranks)
  Science Officer Computers +18 (6 ranks)
  SPECIAL 
  Reversible Jinsul ships’ overall shape and the positioning of 
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  Stealth Nuclear Missile Launcher This weapon functions as 
  a tactical nuclear missile launcher, but the ammunition is 
  invisible and hard to dodge, allowing it to ignore the point 
  weapon ability and any bonuses granted by a successful 
  evade stunt.
  JINSUL SCOUT CRAFT 
  TIER 5 
  Medium explorer
  Speed 10; Maneuverability good (turn 1); Drift 1
  AC 19; TL 19 
  HP 65; DT —; CT 13 
  
  STARFINDER SOCIETY SCENARIO
  68
  Shields medium 100 (forward 25, starboard 25, port 25,  
  aft 25) 
  Attack (forward) light EMP cannon (EMP; 5 hexes)
  Attack (port) gyrolaser (1d8; 5 hexes)
  Attack (starboard) gyrolaser (1d8; 5 hexes)
  Attack (aft) vandal rocket (4d8 plus drones; 20 hexes)
  Attack (turret) coilgun (4d4; 20 hexes), laser net (2d6; 5 hexes)
  Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; 
  Systems basic medium-range sensors, mk 2 duonode 
  computer, mk 4 armor, mk 4 defenses; Expansion Bays 
  cargo holds (4)
  Modifiers +2 to any two checks per round, +2 Computers 
  (sensors only), +1 Piloting, reversible; Complement 6
  CREW
  Captain Diplomacy +9 (3 ranks), Intimidate +11 (5 ranks)
  Engineer Engineering +11 (5 ranks)
  Gunners (2) gunnery +9 (5th level)
  Pilot Piloting +16 (5 ranks)
  Science Officer Computers +16 (5 ranks)
  SPECIAL 
  Reversible Jinsul ships’ overall shape and the positioning of 
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  Vandal Rocket This weapon functions identically to a high 
  explosive missile launcher, except that pieces of the 
  rocket’s shrapnel animate into drones that continue to 
  rend the ship if it successfully deals Hull Point damage. 
  Each successive gunnery phase, the target ship takes 
  1d4 damage to its Hull Points until the drones are either 
  forcibly removed during the engineering phase with a 
  successful Engineering check (DC = 15 + 2 × the engineer’s 
  starship’s tier) or shaken off by the pilot during the helm 
  phase with a successful barrel roll, flip and burn, or 
  flyby stunt. Multiple rocket strikes cannot increase this 
  continual damage beyond 1d4 per round.
  APPENDIX 4: SUBTIER 7–8 FOES
  COMBAT-TRAINED JESKRAAL 
  CR 5
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +11
  DEFENSE  
  HP 80
  EAC 19; KAC 20
  Fort +9; Ref +9; Will +4
  Defensive Abilities inhabit armor; DR 5/—
  OFFENSE
  Speed 30 ft.
  Melee bite +14 (1d6+10 P)
  STATISTICS
  Str +5; Dex +2; Con +3; Int –4; Wis +0; Cha +0
  Skills Athletics +16, Survival +11
  Feats Bodyguard
  Gear freebooter armor II
  SPECIAL ABILITIES
  Inhabit Armor (Ex) A jeskraal’s tail has several muscular 
  protrusions that allow it to shape a suit of armor into 
  a suitable shell in moments. It then uses the shell to 
  protect its vitals. A jeskraal can use its inhabited armor to 
  convert a critical hit against it, or against an ally whose 
  Armor Class it has increased with the Bodyguard Feat, 
  into a normal hit. Doing so imposes a –4 penalty on the 
  jeskraal’s EAC and KAC until it takes a full-round action 
  to readjust its armor. Jeskraals are proficient with all 
  light and heavy armors and can don armor hastily at no 
  penalty. The DC of any Engineering check required to 
  resize armor reclaimed from a jeskraal increases by 4, and 
  the armor requires twice as many credits to be refitted by 
  a professional.
  DEMON BONESNAPPER  
  CR 7 
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +14
  DEFENSE  
  HP 105
  EAC 19; KAC 21 
  Fort +11; Ref +9; Will +6
  Defensive Abilities unflankable; DR 5/good; Immunities 
  electricity, poison; Resistances acid 7, cold 7, fire 7
  OFFENSE
  Speed 40 ft., climb 30 ft.
  Melee bite +18 (2d6+12 P)
  Ranged flame gout +15 (2d6+7 F; critical burn 2d6)
  STATISTICS
  Str +5; Dex +4; Con +2; Int –3; Wis +0; Cha +0 
  Skills Acrobatics +14, Athletics +14, Bluff +14, Intimidate +14 
  Feats Cleave, Lunge
  Languages Abyssal, Jinsul
  SPECIAL ABILITIES 
  Flame Gout (Ex) A bonesnapper’s flame gout attack has a 
  range increment of 30 feet and unlimited ammunition.
  DEVIL, LARGE  
  CR 5 
  LE Small outsider (devil, evil, extraplanar, lawful)
  Init +3; Senses darkvision 60 ft., see in darkness;  
  Perception +11
  DEFENSE  
  HP 70 
  EAC 17; KAC 19 
  Fort +9; Ref +7; Will +4
  DR 5/good; Immunities fire, poison; Resistances acid 5, cold 5
  OFFENSE
  Speed 30 ft.
  Melee claw +15 (1d6+10 S) 
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str +5; Dex +3; Con +2; Int –3; Wis +0; Cha +0 
  
  FATE OF THE SCOURED GOD
  69
  Skills Acrobatics +11, Athletics +11, Bluff +11, Mysticism +11 
  Languages Infernal
  GODBLOOD ABOMINATION 
  CR 7 
  LE Medium ooze
  Init +2; Senses blindsight (life) 60 ft., sightless; Perception +14
  DEFENSE 
  HP 105 
  EAC 19; KAC 21
  Fort +11; Ref +7; Will +4 
  Defensive Abilities regeneration 5/special; DR 5/bludgeoning; 
  Immunities acid, ooze immunities
  Weaknesses vulnerable to freezing
  OFFENSE
  Speed 30 ft., climb 30 ft. 
  Melee slam +18 (1d8+12 A; critical corrode 1d6)
  Ranged blood surge +15 (2d6+7 A ; critical corrode 1d6) 
  Offensive Abilities distraction (DC 15), sticky blood (3/day)
  STATISTICS
  Str +5; Dex +2; Con +4; Int –4; Wis +0; Cha +0 
  Skills Acrobatics +14, Athletics +14
  Languages Jinsul (cannot speak)
  Other Abilities mindless
  SPECIAL ABILITIES 
  Blood Surge (Ex) A godblood’s blood surge attack has a range 
  increment of 30 feet and unlimited ammunition. 
  Regeneration (Su) A godblood’s regeneration cannot be 
  overcome by conventional damage. The only way to 
  permanently kill a godblood is to successfully load it into a 
  device (see page 46). 
  Sticky Blood (Su) Three times per day as a reaction, a godblood 
  can inflict its corrode critical effect on a creature it strikes 
  with its slam or blood surge attack, even if the attack is 
  not a critical hit. Using this ability does not inflict double 
  damage like a normal critical hit; it only inflicts the corrode 
  critical effect. As long as a target of this ability suffers the 
  corrode effect, it gains the entangled condition. 
  Vulnerable to Freezing (Ex) A godblood’s fluid form can be 
  frozen with cold damage. It has cold vulnerability, and if 
  it takes cold damage it does not recover hit points via its 
  regeneration until its next turn (although the godblood cannot 
  be permanently slain in this way; see regeneration above).
  JINSUL CHAMPION  
  CR 7 
  CE Medium monstrous humanoid
  Init +6; Senses darkvision 60 ft.; Perception +14
  DEFENSE  
  HP 105
  EAC 19; KAC 21 
  Fort +9; Ref +11; Will +8; +4 vs. fear
  Defensive Abilities unflankable, unshakable belief
  OFFENSE
  Speed 50 ft., fly 40 ft. (average)
  Melee bite +18 (2d6+12 P) or 
  leg blades +18 (2d6+12 S; critical bleed 2d4)
  Ranged red star plasma pistol +15 (1d8+7 E & F; critical burn 1d8)
  Spell-Like Abilities (CL 7th) 
  1/day—haste, lesser resistant armor
  3/day—hold portal (DC 15), mind thrust (1st level; DC 13), 
  mystic cure (1st level), see invisibility
  At will— reflecting armor, supercharge weapon
  STATISTICS
  Str +5; Dex +2; Con +3; Int +2; Wis +2; Cha +4 
  Skills Acrobatics +14, Athletics +19, Bluff +19, Mysticism +14 
  Languages Jinsul
  Other Abilities powerful leap
  Gear elite defiance series (jetpack), red star plasma pistol with 
  1 battery (20 charges), viridian balbis aeon stone AR
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  Unshakable Belief (Ex) Whenever a jinsul champion is the 
  target of a trick attack, the jinsul can attempt a Bluff 
  or Sense Motive check in response. If the jinsul’s result 
  equals or exceeds that of the trick attack skill roll, the trick 
  attack is unsuccessful. If the jinsul’s result exceeds the 
  trick attack result by 5 or more, the creature performing 
  the trick attack gains the off-target condition until the end 
  of their next turn.
  JINSUL DOOM PROPHET  
  CR 7 
  Jinsul mystic
  LE Medium monstrous humanoid
  Init +0; Senses darkvision 60 ft.; Perception +19
  DEFENSE 
  HP 90 RP 4
  EAC 19; KAC 21 
  Fort +6; Ref +8; Will +12; +4 vs. fear, +2 vs. spells and spell-like 
  abilities
  Defensive Abilities divine radiance (DC 17), share pain (DC 17), 
  unflankable
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +12 (1d10+11 B) 
  Ranged blaze flame pistol +14 (2d4+7 F; critical burn 1d4) 
  Space 10 ft.; Reach 5 ft. 
  Offensive Abilities backlash, sow doubt (DC 17)
  Mystic Spells Known (CL 7th; melee +12, ranged +14)
  3rd (3/day)—bestow curse (DC 20), mind thrust (3rd level, 
  DC 20)
  2nd (6/day)— hold person (DC 19), hurl forcedisk, inflict pain 
  (DC 19), mystic cure (2nd level)
  1st (at will)— command (DC 18), lesser confusion (DC 18)
  Connection mindbreaker
  STATISTICS
  Str +4; Dex +0; Con +4; Int +0; Wis +5; Cha +2 
  Skills Athletics +14, Bluff +14, Intimidate +19, Mysticism +19 
  Languages Common, Jinsul
  Other Abilities mindlink, powerful leap
  
  STARFINDER SOCIETY SCENARIO
  70
  Gear spellcaster’s aegis AR (blaze flame pistol AR with 20 petrol)
  SPECIAL ABILITIES 
  Divine Radiance (Ex) A jinsul doom prophet’s violent fervor 
  shines into a glowing aura around it. Creatures within 10 
  feet of the jinsul must succeed at a DC 17 Will save every 
  round or be blinded until the end of their next turn. 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL GROUND TROOPER  
  CR 5 
  Jinsul soldier
  CE Medium monstrous humanoid
  Init +3; Senses darkvision 60 ft.; Perception +11
  DEFENSE 
  HP 70
  EAC 18; KAC 20 
  Fort +7; Ref +7; Will +8; +4 vs. fear
  Defensive Abilities unflankable 
  OFFENSE
  Speed 40 ft.
  Melee tactical skyfire sword +15 (2d4+10 F; critical burn 1d8) or 
  bite +15 (1d6+10 P) or 
  leg blades +15 (2d4+10 S; critical bleed 1d6)
  Ranged squad machine gun +12 (1d10+5 P) or 
  screamer grenade I +12 (explode [15 ft., 1d10 So plus 
  deafened 1d4 minutes, DC 13]) 
  Offensive Abilities fighting styles (guard), gear boost (armored 
  advantage), guard’s protection
  STATISTICS
  Str +5; Dex +3; Con +2; Int +0; Wis +0; Cha +0 
  Skills Acrobatics +11, Athletics +16, Intimidate +11 
  Feats Step Up
  Languages Jinsul
  Other Abilities powerful leap
  Gear estex suit II, squad machine gun with 40 rounds, tactical 
  skyfire sword, screamer grenades I (2)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL GUARD ROBOT 
  CR 7 
  CN Medium construct (technological)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +19
  DEFENSE  
  HP 105 
  EAC 19; KAC 21 
  Fort +7; Ref +7; Will +4 
  Defensive Abilities integrated weapons; Immunities construct 
  immunities
  OFFENSE
  Speed 30 ft., climb 20 ft. 
  Melee pincer blade +18 (2d6+12 P)
  Ranged integrated dual acid dart rifle +15 (2d8+7 A & P; critical 
  corrode 2d4) 
  Offensive Abilities create darkness
  STATISTICS
  Str +5; Dex +4; Con —; Int —; Wis +2; Cha +0 
  Skills Acrobatics +19, Athletics +19
  Languages Jinsul
  Other Abilities mindless, unliving
  Gear dual acid dart rifle with 48 darts
  SPECIAL ABILITIES 
  Integrated Weapons (Ex) The robot’s weapons are integrated 
  into its frame and can’t be disarmed.
  JINSUL LIEUTENANT  
  CR 7 
  Jinsul technomancer
  CE Medium monstrous humanoid
  Init +4; Senses darkvision 60 ft.; Perception +19
  DEFENSE 
  HP 90 RP 4
  EAC 18; KAC 19
  Fort +6; Ref +8; Will +12; +4 vs. fear
  Defensive Abilities defiant faith, unflankable; Resistances 
  electricity 5
  OFFENSE
  Speed 40 ft.
  Melee bite +14 (1d6+9 P) or 
  leg blades +14 (1d8+9 S; critical bleed 1d6)
  Ranged red star plasma pistol +12 (1d8+7 E & F; critical burn 1d8) 
  Technomancer Spells Known (CL 7th; melee +14, ranged +12)
  3rd (3/day)—explosive blast (DC 20), haste
  2nd (6/day)—caustic conversion, fog cloud, inject nanobots 
  (DC 19), microbot assault
  1st (at will)—jolting surge, magic missile
  STATISTICS
  Str +2; Dex +4; Con +1; Int +5; Wis +0; Cha –1 
  Skills Athletics +14, Computers +14, Mysticism +19 
  Languages Common, Jinsul
  Other Abilities cache capacitor (keen senses), magic hacks 
  (debug spell, empowered weapon), powerful leap, spell 
  cache (gem embedded in armor)
  Gear d-suit II (mk 1 electrostatic shield), red star plasma pistol 
  with 2 batteries (20 charges each)
  SPECIAL ABILITIES 
  Defiant Faith (Ex) Whenever a creature casts an offensive 
  spell that targets a jinsul lieutenant or its allies, the jinsul 
  lieutenant can attempt a Mysticism check in response as a 
  reaction. If the jinsul’s result equals or exceeds a DC equal 
  to 20 + the spell’s level, the spell fails. If the jinsul’s result 
  exceeds the DC by 5 or more, the creature casting the spell 
  gains the shaken condition until the end of its next turn.
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL SAVANT  
  CR 9 
  CE Medium monstrous humanoid
  Init +6; Senses darkvision 60 ft.; Perception +17
  DEFENSE 
  HP 145
  
  FATE OF THE SCOURED GOD
  71
  EAC 22; KAC 24 
  Fort +11; Ref +13; Will +10; +4 vs. fear
  Defensive Abilities unflankable, unshakable belief
  OFFENSE
  Speed 50 ft., fly 70 ft. (average)
  Melee bite +22 (3d4+15 P) or 
  leg blades +22 (2d10+15 S; critical bleed 2d4)
  Ranged hailstorm-class zero pistol +19 (2d6+9 C; critical 
  staggered [DC 16])
  Spell-Like Abilities (CL 9th) 
  1/day—haste, lesser resistant armor
  3/day—hold person (DC 15), mind thrust (2nd level; DC 15), 
  mystic cure (2nd level), see invisibility
  At will—reflecting armor, supercharge weapon
  STATISTICS
  Str +6; Dex +2; Con +3; Int +2; Wis +2; Cha +4 
  Skills Acrobatics +17, Athletics +22, Bluff +22, Mysticism +17 
  Languages Jinsul
  Other Abilities powerful leap 
  Gear pinion skyfire armor (forcepack), hailstorm-class zero 
  pistol with high-capacity battery (40 charges), viridian 
  balbis aeon stone AR
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  Unshakable Belief (Ex) Whenever a jinsul savant is the target 
  of a trick attack, the jinsul can attempt a Bluff or Sense 
  Motive check in response. If the jinsul’s result equals or 
  exceeds that of the trick attack skill roll, the trick attack is 
  unsuccessful. If the jinsul’s result exceeds the trick attack 
  result by 5 or more, the creature performing the trick 
  attack gains the off-target condition until the end of their 
  next turn.
  JINSUL SCOUT VETERAN  
  CR 4 
  Jinsul operative
  CE Medium monstrous humanoid
  Init +7; Senses darkvision 60 ft.; Perception +16
  DEFENSE 
  HP 45 
  EAC 16; KAC 17 
  Fort +3; Ref +5; Will +7; +4 vs. fear
  Defensive Abilities evasion, unflankable
  OFFENSE
  Speed 50 ft.
  Melee bite +9 (1d4+7 P) or 
  leg blades +9 (1d6+7 S; critical bleed 1d6)
  Ranged explorer handcoil +11 (1d6+4 E; critical arc 1d6) or 
  survival flare gun +11 (1d3+4 F; critical burn 1d6) 
  Offensive Abilities debilitating trick, trick attack +1d8
  STATISTICS
  Str +3; Dex +5; Con +1; Int +0; Wis +0; Cha –1 
  Skills Acrobatics +16, Athletics +16, Culture +16, Sense Motive +11, 
  Stealth +11, Survival +16 
  Feats Nimble Moves
  Languages Jinsul
  Other Abilities operative exploits (combat trick, uncanny 
  mobility), powerful leap, specialization (explorer)
  Gear defrex hide armor, explorer handcoil AR with 2 batteries 
  (20 charges each), survival flare gun with 1 flare, comm unit
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL STALWART  
  CR 7 
  Jinsul soldier
  CE Medium monstrous humanoid
  Init +4; Senses darkvision 60 ft.; Perception +14
  DEFENSE 
  HP 105
  EAC 19; KAC 22 
  Fort +9; Ref +9; Will +10; +4 vs. fear
  Defensive Abilities unflankable 
  OFFENSE
  Speed 40 ft.
  Melee yellow star nova lance +18 (3d4+12 E & F; critical 
  wound) or
  bite +18 (1d8+12 P) or 
  leg blades +18 (2d6+12 S; critical bleed 1d6)
  Ranged tactical X-gen gun +15 (1d12+7 P) or
  screamer grenade I +15 (explode [10 ft., 2d6 F plus 1d6 burn, 
  DC 15]) 
  Space 5 ft.; Reach 5 ft. (10 ft. with nova lance)
  Offensive Abilities fighting styles (guard), gear boost (armored 
  advantage, plasma immolation), guard’s protection
  STATISTICS
  Str +5; Dex +4; Con +2; Int +0; Wis +0; Cha +0 
  Skills Acrobatics +14, Athletics +19, Intimidate +14 
  Feats Stand Still
  Languages Jinsul
  Other Abilities powerful leap
  Gear elite defiance series, tactical X-gen gun with 80 rounds, 
  yellow star nova lance AR with 1 battery (20 charges), 
  incendiary grenades II (2), viridian balbis aeon stone AR
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL WALKER CREW  
  CR 5 
  Jinsul mechanic
  CE Medium monstrous humanoid
  Init +3; Senses darkvision 60 ft.; Perception +17
  DEFENSE 
  HP 65 
  EAC 17; KAC 18 
  Fort +6; Ref +8; Will +8; +4 vs. fear
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  
  STARFINDER SOCIETY SCENARIO
  72
  Melee bite +11 (1d4+7 P) or 
  leg blades +11 (1d6+7 S; critical bleed 1d6)
  Ranged thunderstrike sonic rifle +13 (1d10+5 So; critical deafen 
  [DC 15]) 
  Offensive Abilities mechanic tricks (neural shunt, overcharge), 
  overload, target tracking
  STATISTICS
  Str +2; Dex +3; Con +2; Int +5; Wis +0; Cha –1 
  Skills Acrobatics +12, Athletics +12, Computers +17, 
  Engineering +17, Piloting +17
  Feats Heavy Weapon Proficiency
  Languages Jinsul
  Other Abilities artificial intelligence (exocortex), custom rig 
  (armor slot), powerful leap, remote hack, wireless hack
  Gear estex suit II, thunderstrike sonic rifle with 2 high-
  capacity batteries (40 charges each)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  NIHILI 
  CR 5
  Starfinder Alien Archive 82
  CE Medium undead 
  Init +3; Senses darkvision 60 ft.; Perception +11
  Aura gravity well (5 ft., DC 15)
  DEFENSE 
  HP 72
  EAC 17; KAC 19 
  Fort +7; Ref +7; Will +6 
  Immunities undead immunities
  OFFENSE
  Speed 30 ft., climb 20 ft. 
  Melee slam +14 (1d6+10 B) 
  Offensive Abilities decompression gaze (15 ft., DC 15, 
  1d4+3 B)
  STATISTICS
  Str +5; Dex +3; Con —; Int +2; Wis +0; Cha +0 
  Skills Athletics +16 (+24 to climb), Stealth +11 
  Other Abilities unliving
  SPECIAL ABILITIES 
  Decompression Gaze (Su) The dead stare of a nihili makes 
  those around the undead feel like their own lungs are 
  starting to violently collapse, mimicking the nihili’s 
  demise. A living creature that can see and breathe that 
  begins its turn within 15 feet of a nihili must succeed at a 
  DC 15 Fortitude save or take 1d4+3 bludgeoning damage.
  Gravity Well (Su) A nihili generates a field of gravity that 
  functions in a 5-foot aura around itself (including 5 feet 
  above the nihili), exerting a downward force toward 
  the nihili’s feet. This allows the nihili to function as if 
  constantly under the effect of spider climb. Any creature 
  entering this aura from an area of zero-g must succeed at a 
  DC 15 Reflex saving throw or be knocked prone.
  TACTICAL WALKER 
  LEVEL 7
  Huge land vehicle (10 ft. wide, 10 ft. long, 20 ft. high)
  Speed 35 ft., full 420 ft., 48 mph 
  EAC 19; KAC 21; Cover improved cover
  HP 105 (52); Hardness 10
  Attack (Collision) 7d10 B (DC 13)
  Attack tactical reaction cannon (2d10 P) 
  Modifiers +0 Piloting, –3 attack (–6 at full speed)
  Systems autopilot (Piloting +14), enhanced sensors (darkvision 
  120 ft.), planetary comm unit; Passengers 3
  TSIMTSARA  
  CR 9 
  Female nelentu solarian
  CE Medium monstrous humanoid
  Init +3; Senses blindsense (echolocation) 30 ft., darkvision  
  60 ft.; Perception +22
  DEFENSE  
  HP 145
  EAC 22; KAC 24 
  Fort +11; Ref +11; Will +12
  Defensive Abilities brain fungus; Resistances electricity 8
  OFFENSE
  Speed 30 ft., fly 30 ft. (average)
  Melee solar weapon +22 (2d10+15 S plus 1d6 F; critical burn 1d6) 
  Ranged aphelion laser pistol +19 (3d4+9 F; critical burn 1d4)
  Offensive Abilities flashing strikes, stellar revelations (black 
  hole [30-ft. radius, pull 20 ft., DC 16], corona, reflection, 
  supernova [15-ft. radius, 10d6 F, DC 16]), zenith revelations 
  (solar acceleration)
  STATISTICS
  Str +6; Dex +3; Con +0; Int +0; Wis +0; Cha +4 
  Skills Athletics +17, Diplomacy +17, Medicine +22, Mysticism +17
  Languages Common, Jinsul, Nelentu; limited telepathy 30 ft.
  Other Abilities solar manifestation (solar weapon), stellar 
  alignment
  Gear d-suit III, aphelion laser pistol with 1 high-capacity 
  battery (40 charges), minor photon crystal; Augmentations 
  mk 4 resistant hide AR
  SPECIAL ABILITIES 
  Brain Fungus (Ex) A nelentu’s symbiotic fungus takes the brunt 
  of mental attacks first, leaving the physical body functional 
  but cognitively impaired. This ability functions like the 
  neural shunt mechanic trick, except that throughout the 
  effect’s duration the nelentu takes a –2 penalty to all saves 
  and cannot communicate or attempt Intelligence-, Wisdom-, 
  or Charisma-based checks. This ability can be used only 
  once per day, as a reaction.
  VICIOUS NIHILI 
  CR 7
  Variant nihili (Starfinder Alien Archive 82)
  CE Medium undead 
  Init +4; Senses darkvision 60 ft.; Perception +14
  Aura gravity well (5 ft., DC 17)
  
  FATE OF THE SCOURED GOD
  73
  DEFENSE 
  HP 108
  EAC 19; KAC 21 
  Fort +9; Ref +9; Will +8 
  Defensive Abilities undead immunities
  OFFENSE
  Speed 30 ft., climb 20 ft. 
  Melee slam +17 (2d6+12 B) 
  Offensive Abilities decompression gaze (15 ft., DC 17, 1d6+5 B)
  STATISTICS
  Str +5; Dex +4; Con —; Int +2; Wis +0; Cha +0 
  Skills Athletics +19 (+27 to climb), Stealth +14 
  Other Abilities unliving
  SPECIAL ABILITIES 
  Decompression Gaze (Su) The dead stare of a nihili makes 
  those around the undead feel like their own lungs are 
  starting to violently collapse, mimicking the nihili’s demise. 
  A living creature that can see and breathe that begins 
  its turn within 15 feet of a nihili must succeed at a DC 17 
  Fortitude save or take 1d6+5 bludgeoning damage.
  Gravity Well (Su) A nihili generates a field of gravity that 
  functions in a 5-foot aura around itself (including 5 feet 
  above the nihili), exerting a downward force toward the 
  nihili’s feet. This allows the nihili to function as if constantly 
  under the effect of spider climb. Any creature entering this 
  aura from an area of zero-g must succeed at a DC 17 Reflex 
  saving throw or be knocked prone.
  SUBTIER 7–8 STARSHIPS
  JINSUL ASSAULT CRAFT 
  TIER 8 
  Medium transport
  Speed 6; Maneuverability average (turn 2); Drift 1
  AC 23; TL 24 
  HP 100; DT —; CT 20 
  Shields medium 120 (forward 30, starboard 30, port 30, aft 30) 
  Attack (forward) maser (6d10; 20 hexes), vandal rocket (4d8 
  plus drones; 20 hexes)
  Attack (aft) gyrolaser (1d8; 5 hexes)
  Attack (turret) linked twin lasers (10d8; 20 hexes)
  Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; 
  Systems mk 2 trinode computer, basic medium-range 
  sensors, mk 5 armor, mk 7 defenses, self-destruct system; 
  Expansion Bays cargo holds (5)
  Modifiers +2 to any three checks per round, +2 Computers, 
  +1 Piloting, reversible; Complement 6
  CREW
  Captain Computers +16 (8 ranks), Diplomacy +12 (4 ranks), 
  Engineering +16 (8 ranks), gunnery +10 (8th level), Intimidate 
  +16 (8 ranks)
  Engineer Engineering +21 (8 ranks)
  Gunners (2) gunnery +13 (8th level)
  Pilot Piloting +21 (8 ranks)
  Science Officer Computers +16 (8 ranks)
  SPECIAL 
  Reversible Jinsul ships’ overall shape and the positioning of 
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  Vandal Rocket This weapon functions identically to a high 
  explosive missile launcher, except that pieces of the rocket’s 
  shrapnel animate into drones that continue to rend the ship 
  if it successfully deals Hull Point damage. Each successive 
  gunnery phase, the target ship takes 1d4 damage to its Hull 
  Points until the drones are either forcibly removed during 
  the engineering phase with a successful Engineering check 
  (DC = 15 + 2 × the engineer’s starship’s tier) or shaken off by 
  the pilot during the helm phase with a successful barrel roll, 
  flip and burn, or flyby stunt. Multiple rocket strikes cannot 
  increase this continual damage beyond 1d4 per round.
  JINSUL IRRADIATOR 
  TIER 6 
  Medium transport
  Speed 6; Maneuverability average (turn 2); Drift 1
  AC 21; TL 21 
  HP 85; DT —; CT 17 
  Shields medium 120 (forward 30, starboard 30, port 30, aft 30) 
  Attack (forward) graser (7d10; 5 hexes), flak thrower (3d4; 5 
  hexes)
  Attack (turret) Stealth Nuclear missile launcher (5d8; 20 hexes)
  Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; 
  Systems basic computer, basic medium-range sensors, mk 5 
  armor, mk 6 defenses; Expansion Bays cargo holds (5)
  Modifiers +2 Computers, +1 Piloting, reversible; Complement 6
  CREW
  Captain Computers +13 (6 ranks), Diplomacy +10 (3 ranks), 
  Engineering +13 (6 ranks), gunnery +9 (6th level), Intimidate 
  +13 (6 ranks)
  Engineer Engineering +18 (6 ranks)
  Gunners (2) gunnery +11 (6th level)
  Pilot Piloting +18 (6 ranks)
  Science Officer Computers +18 (6 ranks)
  SPECIAL 
  Reversible Jinsul ships’ overall shape and the positioning of 
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  Stealth Nuclear Missile Launcher This weapon functions as 
  a tactical nuclear missile launcher, but the ammunition is 
  invisible and hard to dodge, allowing it to ignore the point 
  weapon ability and any bonuses granted by a successful 
  evade stunt.
  JINSUL PLAGUEBRINGER 
  TIER 8 
  Large destroyer
  Speed 6; Maneuverability average (turn 2); Drift 1
  AC 23; TL 23 
  
  STARFINDER SOCIETY SCENARIO
  74
  HP 190; DT —; CT 38 
  Shields medium 160 (forward 40, starboard 40, port 40, aft 40) 
  Attack (forward) heavy biochem missile launcher (10d8; 20 
  hexes), railgun (8d4; 20 hexes)
  Attack (port) gyrolaser (1d8; 5 hexes)
  Attack (starboard) gyrolaser (1d8; 5 hexes)
  Attack (turret) linked coilguns (8d4; 20 hexes)
  Power Core Pulse Orange (250 PCU); Drift Engine Signal Basic; 
  Systems basic computer, basic medium-range sensors, mk 5 
  armor, mk 6 defenses, self-destruct system; Expansion Bays 
  cargo holds (4)
  Modifiers +1 Piloting, reversible; Complement 20
  CREW
  Captain Computers +16 (8 ranks), Diplomacy +12 (4 ranks), 
  Engineering +16 (8 ranks), gunnery +10 (8th level), Intimidate 
  +21 (8 ranks)
  Engineers (1 officer, 5 crew) Engineering +21 (8 ranks)
  Gunners (2 officers, 2 crew each) gunnery +13 (8th level)
  Pilots (1 officer, 2 crew) Piloting +21 (8 ranks)
  Science Officers (1 officer, 3 crew) Computers +21 (8 ranks)
  SPECIAL 
  Heavy Biochem Missile Launcher This weapon functions 
  identically to a heavy nuclear missile launcher, except 
  that instead of exposing creatures onboard the target 
  ship to medium radiation, it exposes them to a synthetic 
  plague developed by jinsul scientists. This is an inhaled 
  physical track disease (Fortitude DC 17) that bypasses the 
  protections offered by armor and requiring 2 consecutive 
  successful saves to cure. This weaponized strain is highly 
  potent, advancing to the next stage in between each Part 4 
  encounter unless treated.
  Reversible Jinsul ships’ overall shape and the positioning of 
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  JINSUL SCOUT CRAFT 
  TIER 7 
  Medium explorer
  Speed 10; Maneuverability good (turn 1); Drift 1
  AC 23; TL 22 
  HP 65; DT —; CT 13 
  Shields medium 140 (forward 35, starboard 35, port 35, aft 35) 
  Attack (forward) light EMP cannon (EMP; 5 hexes)
  Attack (port) gyrolaser (1d8; 5 hexes)
  Attack (starboard) gyrolaser (1d8; 5 hexes)
  Attack (aft) vandal rocket (4d8 plus drones; 20 hexes)
  Attack (turret) railgun (8d4; 20 hexes), laser net (2d6; 5 hexes)
  Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; 
  Systems mk 2 tetranode computer, advanced medium-range 
  sensors, mk 6 armor, mk 6 defenses; Expansion Bays cargo 
  holds (4)
  Modifiers +2 to any four checks per round, +4 Computers, +1 
  Piloting, reversible; Complement 6
  CREW
  Captain Diplomacy +11 (4 ranks), Intimidate +14 (7 ranks)
  Engineer Engineering +14 (7 ranks)
  Gunners (2) gunnery +11 (7th level)
  Pilot Piloting +19 (7 ranks)
  Science Officer Computers +19 (7 ranks)
  SPECIAL 
  Reversible Jinsul ships’ overall shape and the positioning of 
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  Vandal Rocket This weapon functions identically to a high 
  explosive missile launcher, except that pieces of the rocket’s 
  shrapnel animate into drones that continue to rend the ship 
  if it successfully deals Hull Point damage. Each successive 
  gunnery phase, the target ship takes 1d4 damage to its Hull 
  Points until the drones are either forcibly removed during 
  the engineering phase with a successful Engineering check 
  (DC = 15 + 2 × the engineer’s starship’s tier) or shaken off by 
  the pilot during the helm phase with a successful barrel roll, 
  flip and burn, or flyby stunt. Multiple rocket strikes cannot 
  increase this continual damage beyond 1d4 per round.
  APPENDIX 5: SUBTIER 9–10 FOES
  ASSAULT ENERCOPTER 
  LEVEL 12
  Gargantuan air vehicle (40 ft. wide, 20 ft. long, 15 ft. high)
  Speed 50 ft., full 800 ft., 90 mph (fly)
  EAC 26; KAC 28; Cover cover
  HP 200 (100); Hardness 14
  Attack (Collision) 12d10 B (DC 15)
  Attack aurora shock caster (2d12 E) 
  Attack medium machine gun (3d10 P) 
  Modifiers –1 Piloting, –4 attack (–6 at full speed)
  Systems autopilot (Piloting +22), enhanced sensors (darkvision 1 
  mile), expansion bays (2), planetary comm unit; Passengers 11
  COMBAT-TRAINED JESKRAAL 
  CR 5
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +11
  DEFENSE  
  HP 80
  EAC 19; KAC 20
  Fort +9; Ref +9; Will +4
  Defensive Abilities inhabit armor; DR 5/—
  OFFENSE
  Speed 30 ft.
  Melee bite +14 (1d6+10 P)
  STATISTICS
  Str +5; Dex +2; Con +3; Int –4; Wis +0; Cha +0
  Skills Athletics +16, Survival +11
  Feats Bodyguard
  Gear freebooter armor II
  
  FATE OF THE SCOURED GOD
  75
  SPECIAL ABILITIES
  Inhabit Armor (Ex) A jeskraal’s tail has several muscular 
  protrusions that allow it to shape a suit of armor into a 
  suitable shell in moments. It then uses the shell to protect 
  its vitals. A jeskraal can use its inhabited armor to convert 
  a critical hit against it, or against an ally whose Armor Class 
  it has increased with the Bodyguard Feat, into a normal hit. 
  Doing so imposes a –4 penalty on the jeskraal’s EAC and 
  KAC until it takes a full-round action to readjust its armor. 
  Jeskraals are proficient with all light and heavy armors 
  and can don armor hastily at no penalty. The DC of any 
  Engineering check required to resize armor reclaimed from 
  a jeskraal increases by 4, and the armor requires twice as 
  many credits to be refitted by a professional.
  DEMON CHESTGOUGER  
  CR 9 
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +17
  DEFENSE  
  HP 145
  EAC 22; KAC 24 
  Fort +13; Ref +11; Will +8
  Defensive Abilities unflankable; DR 10/good; Immunities 
  electricity, poison; Resistances acid 9, cold 9, fire 9
  OFFENSE
  Speed 40 ft., climb 30 ft.
  Melee bite +22 (2d10+15 P)
  Ranged flame gout +12 (1d6+5; critical burn 1d6 F)
  STATISTICS
  Str +6; Dex +4; Con +3; Int –3; Wis +0; Cha +0 
  Skills Acrobatics +17, Athletics +17, Bluff +17, Intimidate +17 
  Feats Cleave, Lunge
  Languages Abyssal, Jinsul
  SPECIAL ABILITIES 
  Flame Gout (Ex) A chestgouger’s flame gout attack has a range 
  increment of 30 feet and unlimited ammunition.
  DHURUS  
  CR 12 
  LE Gargantuan outsider (native)
  Init +8; Senses darkvision 60 ft.; Perception +22
  DEFENSE 
  HP 225 
  EAC 27; KAC 29
  Fort +15; Ref +15; Will +14
  Defensive Abilities font of immortality, unflankable; DR 
  10/magic; Immunities disease, mind-affecting effects, 
  polymorph, poison, slow, radiation; Resistances acid 15, 
  cold 15, electricity 15, fire 15, sonic 15; SR 23
  OFFENSE
  Speed 70 ft., climb 70 ft.
  Melee slam +26 (6d4+20 B; critical knockdown) 
  Multiattack 3 slams +20 (3d6+20 B; critical knockdown)
  Ranged fire pulse +23 (6d4+12 F; critical severe wound) 
  Space 20 ft.; Reach 20 ft. 
  Spell-Like Abilities (CL 12th) 
  1/day—cosmic eddy (DC 23), hold monster (DC 23)
  3/day—dispel magic, mystic cure (3rd level), slow (DC 22), 
  synaptic pulse (DC 22)
  At will—force blast (DC 21), inflict pain (DC 21)
  STATISTICS
  Str +8; Dex +4; Con +5; Int +4; Wis +5; Cha +5 
  Skills Athletics +27, Intimidate +22, Mysticism +27, Sense 
  Motive +22
  Languages Common, Jinsul; telepathy 120 ft.
  Other Abilities divine turbocharge
  SPECIAL ABILITIES 
  Divine Turbocharge (Su) Kadrical’s siphoned energy grants 
  Dhurus exceptional agility. This ability functions as a 
  constant haste effect, except that Dhurus can use a full 
  attack action to use a spell-like ability and still attack once 
  using its slam attack or all of its multiattacks. If Dhurus 
  uses a fire pulse attack during this special action, the 
  herald takes a –6 penalty to the attack roll. This ability 
  cannot be dispelled or countered, but can be removed via a 
  device or scenario condition. 
  Fire Pulse (Su) Dhurus can produce focused surges of 
  superheated energy from its eyes. This fire pulse attack has 
  a range increment of 120 feet, unlimited ammunition, and 
  can fired rapidly as though in automatic mode. 
  Font of Immortality (Su) Kadrical’s stolen divinity grants 
  Dhurus god-like endurance. Dhurus gains 50 temporary 
  hit points at the start of its turn. Increase the number of 
  temporary hit points granted by this ability by 15 for every 
  additional PC present over 4. These temporary hit points 
  last for 1 round and stack with other sources of temporary 
  hit points.
  JINSUL CHOPPER CREW  
  CR 8 
  Jinsul mechanic
  CE Medium monstrous humanoid
  Init +4; Senses darkvision 60 ft.; Perception +22
  DEFENSE 
  HP 115 
  EAC 20; KAC 21 
  Fort +9; Ref +11; Will +11; +4 vs. fear
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +16 (1d8+10 P) or
  leg blades +16 (2d6+10 S; critical bleed 1d6)
  Ranged hailstorm-class zero rifle +18 (2d8+8 C; critical 
  staggered [DC 18]) 
  Offensive Abilities mechanic tricks (neural shunt, improved 
  overcharge), overload, target tracking
  STATISTICS
  Str +2; Dex +4; Con +2; Int +6; Wis +0; Cha –1 
  Skills Acrobatics +17, Athletics +17, Computers +22, 
  Engineering +22, Piloting +22
  Feats Heavy Weapon Proficiency
  
  STARFINDER SOCIETY SCENARIO
  76
  Languages Jinsul
  Other Abilities artificial intelligence (exocortex), expert 
  rig (armor slot), miracle worker 1/day, powerful leap, 
  specialization (explorer), remote hack, wireless hack
  Gear estex suit III, hailstorm-class zero rifle with 2 high-
  capacity batteries (40 charges each)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL COMMANDER  
  CR 9 
  Jinsul technomancer
  CE Medium monstrous humanoid
  Init +4; Senses darkvision 60 ft.; Perception +22
  DEFENSE 
  HP 120 RP 4
  EAC 21; KAC 22
  Fort +8; Ref +10; Will +14; +4 vs. fear
  Defensive Abilities defiant faith, unflankable; Resistances 
  electricity 10
  OFFENSE
  Speed 40 ft.
  Melee bite +18 (1d8+12 P) or 
  leg blades +18 (2d6+12 S; critical bleed 1d6)
  Ranged red star plasma pistol +16 (1d8+9 E & F; critical burn 1d8) 
  Technomancer Spells Known (CL 9th; melee +18, ranged +16)
  3rd (3/day)—explosive blast (DC 20), haste
  2nd (6/day) —caustic conversion, fog cloud, inject nanobots 
  (DC 19), microbot assault
  1st (at will) —jolting surge, magic missile
  STATISTICS
  Str +3; Dex +4; Con +1; Int +6; Wis +0; Cha –1 
  Skills Athletics +17, Computers +17, Mysticism +22 
  Languages Common, Jinsul
  Other Abilities cache capacitor (keen senses), magic hacks 
  (debug spell, flash teleport), powerful leap, spell cache (gem 
  embedded in armor)
  Gear d-suit III (mk 2 electrostatic shield), red star plasma pistol 
  with 2 batteries (20 charges each)
  SPECIAL ABILITIES 
  Defiant Faith (Ex) Whenever a creature casts an offensive 
  spell that targets a jinsul commander or its allies, the jinsul 
  commander can attempt a Mysticism check in response as a 
  reaction. If the jinsul’s result equals or exceeds a DC equal to 
  20 + the spell’s level, the spell is unsuccessful. If the jinsul’s 
  result exceeds the DC by 5 or more, the creature casting the 
  spell gains the shaken condition until the end of their next turn.
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL DESTROYER ROBOT 
  CR 9 
  CN Medium construct (technological)
  Init +4; Senses darkvision 60 ft., low-light vision;  
  Perception +22
  DEFENSE 
  HP 145 
  EAC 22; KAC 24 
  Fort +9; Ref +9; Will +6 
  Defensive Abilities integrated weapons; Immunities construct 
  immunities
  OFFENSE
  Speed 30 ft., climb 20 ft. 
  Melee pincer blade +21 (2d10+15 P)
  Ranged integrated LFD sonic rifle +18 (2d10+9 So; critical deafen)
  Offensive Abilities create darkness
  STATISTICS
  Str +6; Dex +4; Con —; Int —; Wis +2; Cha +0 
  Skills Acrobatics +22, Athletics +22
  Languages Jinsul
  Other Abilities mindless, unliving
  Gear LFD sonic rifle with 1 high-capacity battery (40 charges)
  SPECIAL ABILITIES 
  Integrated Weapons (Ex) The robot’s weapons are integrated 
  into its frame and can’t be disarmed.
  JINSUL GURU  
  CR 11 
  CE Medium monstrous humanoid
  Init +6; Senses darkvision 60 ft.; Perception +20
  DEFENSE 
  HP 180
  EAC 24; KAC 26 
  Fort +13; Ref +15; Will +13; +4 vs. fear
  Defensive Abilities unflankable, unshakable belief
  OFFENSE
  Speed 50 ft., fly 70 ft. (average)
  Melee bite +24 (3d6+19 P) or 
  leg blades +24 (4d6+19 S; critical bleed 2d4)
  Ranged decimator disintegrator pistol +21 (1d20+11 A)
  Spell-Like Abilities (CL 11th) 
  1/day—fear (4th level, DC 18), resistant armor
  3/day—bestow curse (DC 17), haste, mind thrust (3rd level;  
  DC 17), mystic cure (3rd level) 
  At will—hold person (DC 16), see invisibility
  STATISTICS
  Str +8; Dex +2; Con +5; Int +2; Wis +2; Cha +3 
  Skills Acrobatics +20, Athletics +25, Bluff +25, Mysticism +20 
  Languages Jinsul
  Other Abilities powerful leap 
  Gear specialist defiance series (forcepack), decimator 
  disintegrator pistol AR with 2 batteries (20 charges each), 
  viridian balbis aeon stone AR
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  Unshakable Belief (Ex) Whenever a jinsul guru is the target 
  of a trick attack, the jinsul can attempt a Bluff or Sense 
  Motive check in response. If the jinsul’s result equals or 
  exceeds that of the trick attack skill roll, the trick attack is 
  unsuccessful. If the jinsul’s result exceeds the trick attack 
  
  FATE OF THE SCOURED GOD
  77
  result by 5 or more, the creature performing the trick 
  attack gains the off-target condition until the end of their 
  next turn.
  JINSUL HIEROCRAT  
  CR 9 
  Jinsul mystic
  LE Medium monstrous humanoid
  Init +0; Senses darkvision 60 ft.; Perception +22
  DEFENSE 
  HP 120 RP 4
  EAC 22; KAC 24 
  Fort +8; Ref +10; Will +14; +4 vs. fear
  Defensive Abilities divine radiance (DC 18), share pain (DC 18), 
  unflankable
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +16 (3d6+14 B) 
  Ranged blasting drake dragon pistol +18 (3d4+9 F; critical 
  burn 2d4) 
  Space 10 ft.; Reach 10 ft. 
  Offensive Abilities backlash, mental anguish (DC 18), sow 
  doubt (DC 18)
  Mystic Spells Known (CL 9th; melee +16, ranged +18)
  3rd (3/day)—bestow curse (DC 20), mind thrust (3rd level,  
  DC 20)
  2nd (6/day)—hold person (DC 19), hurl forcedisk, inflict pain 
  (DC 19), mystic cure (2nd level)
  1st (at will)—command (DC 18), lesser confusion (DC 18)
  Connection mindbreaker
  STATISTICS
  Str +5; Dex +0; Con +4; Int +0; Wis +6; Cha +3 
  Skills Athletics +17, Bluff +17, Intimidate +22, Mysticism +22 
  Languages Common, Infernal, Jinsul
  Other Abilities mindlink, powerful leap
  Gear brawler frame AR (blasting drake dragon pistol AR with  
  20 petrol)
  SPECIAL ABILITIES 
  Divine Radiance (Ex) A jinsul hierocrat’s violent fervor shines 
  into a glowing aura around it. Creatures within 10 feet of the 
  jinsul must succeed at a DC 18 Will save every round or be 
  blinded until the end of their next turn. 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL MYRMIDON  
  CR 9 
  Jinsul soldier
  CE Medium monstrous humanoid
  Init +8; Senses darkvision 60 ft.; Perception +17
  DEFENSE 
  HP 145
  EAC 22; KAC 25 
  Fort +11; Ref +11; Will +12; +4 vs. fear
  Defensive Abilities keep fighting, unflankable 
  OFFENSE
  Speed 50 ft.
  Melee advanced meteor glaive +22 (3d8+15 F & S; critical 
  wound) or
  bite +22 (2d8+15 P) or 
  leg blades +22 (2d10+15 S; critical bleed 1d6)
  Ranged advanced X-gen gun +19 (2d12+9 P) or
  screamer grenade II +19 (explode [20 ft., 2d10 So plus 
  deafened for 1d4 minutes, DC 16]) 
  Space 5 ft.; Reach 5 ft. (10 ft. with meteor glaive)
  Offensive Abilities charge attack, fighting styles (arcane 
  assailant, blitz), gear boosts (armored advantage, deflecting 
  smashAR), rune of the eldritch knight (meteor glaive)
  STATISTICS
  Str +6; Dex +4; Con +3; Int +0; Wis +0; Cha +0 
  Skills Acrobatics +17, Athletics +22, Intimidate +17 
  Feats Mobility
  Languages Jinsul
  Other Abilities powerful leap
  Gear white carbon skin, advanced X-gen gun with 100 rounds, 
  advanced meteor glaive AR with 1 high-capacity battery (40 
  charges), screamer grenades II (2)
  SPECIAL ABILITIES 
  Deflecting Smash (Ex) When a jinsul myrmidon makes an 
  attack with a melee weapon that has the powered weapon 
  special property, it gains a +1 insight bonus to its EAC until 
  the beginning of its next turn. If the attack is a critical hit, 
  the insight bonus increases to +2.
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL SAVANT  
  CR 9 
  CE Medium monstrous humanoid
  Init +6; Senses darkvision 60 ft.; Perception +17
  DEFENSE 
  HP 145
  EAC 22; KAC 24 
  Fort +11; Ref +13; Will +10; +4 vs. fear
  Defensive Abilities unflankable, unshakable belief
  OFFENSE
  Speed 50 ft., fly 70 ft. (average)
  Melee bite +22 (3d4+15 P) or 
  leg blades +22 (2d10+15 S; critical bleed 2d4)
  Ranged hailstorm-class zero pistol +19 (2d6+9 C; critical 
  staggered [DC 16])
  Spell-Like Abilities (CL 9th) 
  1/day—haste, lesser resistant armor
  3/day—hold person (DC 15), mind thrust (2nd level; DC 15), 
  mystic cure (2nd level), see invisibility
  At will—reflecting armor, supercharge weapon
  STATISTICS
  Str +6; Dex +2; Con +3; Int +2; Wis +2; Cha +4 
  Skills Acrobatics +17, Athletics +22, Bluff +22, Mysticism +17 
  Languages Jinsul
  Other Abilities powerful leap 
  Gear pinion skyfire armor (forcepack), hailstorm-class zero 
  
  STARFINDER SOCIETY SCENARIO
  78
  pistol with high-capacity battery (40 charges), viridian 
  balbis aeon stone AR
  SPECIAL ABILITIES 
  Powerful Leap (Ex) As jinsul myrmidon (see page 77).
  Unshakable Belief (Ex) Whenever a jinsul savant is the target 
  of a trick attack, the jinsul can attempt a Bluff or Sense 
  Motive check in response. If the jinsul’s result equals or 
  exceeds that of the trick attack skill roll, the trick attack is 
  unsuccessful. If the jinsul’s result exceeds the trick attack 
  result by 5 or more, the creature performing the trick attack 
  gains the off-target condition until the end of their next turn.
  JINSUL SCOUT BEASTMASTER  
  CR 8 
  Jinsul operative
  CE Medium monstrous humanoid
  Init +9; Senses darkvision 60 ft.; Perception +22
  DEFENSE 
  HP 115 
  EAC 20; KAC 21 
  Fort +7; Ref +9; Will +11; +4 vs. fear
  Defensive Abilities evasion, uncanny agility, unflankable
  OFFENSE
  Speed 50 ft.
  Melee bite +16 (1d8+12 P) or 
  leg blades +16 (2d6+12 S; critical bleed 1d6)
  Ranged fighter handcoil +18 (1d10+8 E; critical arc 1d10) or
  survival flare gun +18 (1d3+8 F; critical burn 1d6) 
  Offensive Abilities debilitating trick, trick attack +4d8, triple 
  attack
  STATISTICS
  Str +4; Dex +6; Con +2; Int +0; Wis +0; Cha –1 
  Skills Acrobatics +22, Athletics +22, Culture +22, Sense Motive 
  +17, Stealth +17, Survival +22 
  Languages Jinsul
  Other Abilities operative exploits (ever vigilant, hampering 
  shot), powerful leap, specialization (explorer)
  Gear advanced lashunta tempweave armor, fighter handcoil AR 
  with 2 batteries (20 charges each), survival flare gun with 
  1 flare, comm unit
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL STALWART  
  CR 7 
  Jinsul soldier
  CE Medium monstrous humanoid
  Init +4; Senses darkvision 60 ft.; Perception +14
  DEFENSE 
  HP 105
  EAC 19; KAC 22 
  Fort +9; Ref +9; Will +10; +4 vs. fear
  Defensive Abilities unflankable 
  OFFENSE
  Speed 40 ft.
  Melee yellow star nova lance +18 (3d4+12 E & F; critical wound) or
  bite +18 (1d8+12 P) or 
  leg blades +18 (2d6+12 S; critical bleed 1d6)
  Ranged tactical X-gen gun +15 (1d12+7 P) or 
  screamer grenade I +15 (explode [10 ft., 2d6 F plus 1d6 burn, 
  DC 15]) 
  Space 5 ft.; Reach 5 ft. (10 ft. with nova lance)
  Offensive Abilities fighting styles (guard), gear boost (armored 
  advantage, plasma immolation), guard’s protection
  STATISTICS
  Str +5; Dex +4; Con +2; Int +0; Wis +0; Cha +0 
  Skills Acrobatics +14, Athletics +19, Intimidate +14 
  Feats Stand Still
  Languages Jinsul
  Other Abilities powerful leap
  Gear elite defiance series, tactical X-gen gun with 80 rounds, 
  yellow star nova lance AR with 1 battery (20 charges), 
  incendiary grenades II (2), viridian balbis aeon stone AR
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  TSIMTSARA  
  CR 11 
  Female nelentu solarian
  CE Medium monstrous humanoid
  Init +3; Senses blindsense (echolocation) 30 ft., darkvision  
  60 ft.; Perception +25
  DEFENSE 
  HP 180
  EAC 24; KAC 26 
  Fort +13; Ref +13; Will +14
  Defensive Abilities brain fungus; Resistances electricity 8
  OFFENSE
  Speed 30 ft., fly 30 ft. (average)
  Melee solar weapon +24 (4d6+19 S plus 2d6 F; critical burn 1d6) 
  Ranged dual-valve plasma ring +21 (2d8+11 E & F; critical wound)
  Offensive Abilities flashing strikes, stellar revelations (black 
  hole [30-ft. radius, pull 20 ft., DC 18], reflection, soul 
  furnace, supernova [15-ft. radius, 12d6 F, DC 18]), zenith 
  revelations (solar acceleration)
  STATISTICS
  Str +8; Dex +3; Con +0; Int +0; Wis +0; Cha +5 
  Skills Athletics +20, Diplomacy +20, Medicine +25, Mysticism +20
  Languages Common, Jinsul, Nelentu; limited telepathy 30 ft.
  Other Abilities solar manifestation (solar weapon), stellar 
  alignment
  Gear white carbon carbon skin, dual-valve plasma ring AR with 
  1 high-capacity battery (40 charges), lesser photon crystal; 
  Augmentations mk 4 resistant hide AR
  SPECIAL ABILITIES 
  Brain Fungus (Ex) A nelentu’s symbiotic fungus takes the brunt 
  of mental attacks first, leaving the physical body functional 
  but cognitively impaired. This ability functions like the 
  neural shunt mechanic trick, except that throughout the 
  effect’s duration the nelentu takes a –2 penalty to all saves 
  
  FATE OF THE SCOURED GOD
  79
  and cannot communicate or attempt Intelligence-, Wisdom-, 
  or Charisma-based checks. This ability can be used only 
  once per day, as a reaction.
  UNHOLY NIHILI 
  CR 9
  Variant nihili (Starfinder Alien Archive 82)
  CE Medium undead 
  Init +4; Senses darkvision 60 ft.; Perception +17
  Aura gravity well (5 ft., DC 18)
  DEFENSE 
  HP 150
  EAC 22; KAC 24 
  Fort +11; Ref +11; Will +10 
  Defensive Abilities undead immunities
  OFFENSE
  Speed 30 ft., climb 20 ft. 
  Melee slam +21 (2d10+15 B) 
  Offensive Abilities decompression gaze (15 ft., DC 18, 2d6+7 B)
  STATISTICS
  Str +6; Dex +4; Con —; Int +3; Wis +0; Cha +0 
  Skills Athletics +22 (+30 to climb), Stealth +17 
  Other Abilities unliving
  SPECIAL ABILITIES 
  Decompression Gaze (Su) The dead stare of a nihili makes 
  those around the undead feel like their own lungs are 
  starting to violently collapse, mimicking the nihili’s demise. 
  A living creature that can see and breathe that begins 
  its turn within 15 feet of a nihili must succeed at a DC 18 
  Fortitude save or take 2d6+7 bludgeoning damage.
  Gravity Well (Su) A nihili generates a field of gravity that 
  functions in a 5-foot aura around itself (including 5 feet 
  above the nihili), exerting a downward force toward the 
  nihili’s feet. This allows the nihili to function as if constantly 
  under the effect of spider climb. Any creature entering this 
  aura from an area of zero-g must succeed at a DC 18 Reflex 
  saving throw or be knocked prone.
  VICIOUS NIHILI 
  CR 7
  Variant nihili (Starfinder Alien Archive 82)
  CE Medium undead 
  Init +4; Senses darkvision 60 ft.; Perception +14
  Aura gravity well (5 ft., DC 17)
  DEFENSE 
  HP 108
  EAC 19; KAC 21 
  Fort +9; Ref +9; Will +8 
  Defensive Abilities undead immunities
  OFFENSE
  Speed 30 ft., climb 20 ft. 
  Melee slam +17 (2d6+12 B) 
  Offensive Abilities decompression gaze (15 ft., DC 17, 1d6+5 B)
  STATISTICS
  Str +5; Dex +4; Con —; Int +2; Wis +0; Cha +0 
  Skills Athletics +19 (+27 to climb), Stealth +14 
  Other Abilities unliving
  SPECIAL ABILITIES 
  Decompression Gaze (Su) As unholy nihili (see above).
  Gravity Well (Su) As unholy nihili (see above).
  WARMONGER DEVIL (LEVALOCH)  
  CR 7 
  Starfinder Alien Archive 2 36)
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +3; Senses darkvision 60 ft., see in darkness; Perception +19
  DEFENSE 
  HP 105
  EAC 19; KAC 22 
  Fort +11; Ref +9; Will +6
  Defensive Abilities construct form; DR 5/good; Immunities 
  fire, poison; Resistances acid 10, cold 10; SR 12
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee sintered trident +17 (2d8+12 P) or 
  claw +17 (1d6+12 S) 
  Ranged corona laser rifle +15 (2d6+7 F; critical burn 1d6) or 
  nyfiber net +15 (entangle) 
  Space 10 ft.; Reach 10 ft. 
  Offensive Abilities merciless blow
  Spell-Like Abilities (CL 7th) 
  1/day—summon allies (1 levaloch 35%)
  At will—teleport (self plus 5 bulk of gear only)
  STATISTICS
  Str +5; Dex +3; Con +4; Int +2; Wis +3; Cha +2 
  Skills Acrobatics +14, Athletics +14 (+22 to climb), Engineering 
  +14, Intimidate +14, Mysticism +14, Stealth +14
  Languages Celestial, Draconic, Infernal; telepathy 100 ft.
  Other Abilities hellstrider, phalanx
  Gear sintered trident with integrated corona laser rifle with 2 
  high-capacity batteries (40 charges each), nyfiber net
  SPECIAL ABILITIES 
  Construct Form (Ex) Despite being true devils, warmonger 
  devils have a number of immunities common to constructs. 
  They are immune to ability damage, ability drain, death 
  effects, energy drain, exhaustion, fatigue, necromancy 
  effects, negative levels, nonlethal damage, paralysis, sleep, 
  and stunning.
  Hellstrider (Su) Difficult terrain doesn’t hamper a levaloch’s 
  movement.
  Merciless Blow (Su) If a levaloch hits an entangled foe with 
  an attack, the target takes 2d6 additional damage of the 
  same type.
  Phalanx (Ex) Devils gain a +1 morale bonus to attack rolls and 
  AC while adjacent to a levaloch.
  SUBTIER 9–10 STARSHIPS
  JINSUL ASSAULT CRAFT 
  TIER 10 
  Medium transport
  Speed 10; Maneuverability average (turn 2); Drift 1
  AC 27; TL 27 
  
  STARFINDER SOCIETY SCENARIO
  80
  HP 100; DT —; CT 20 
  Shields medium 160 (forward 40, starboard 40, port 40, aft 40) 
  Attack (forward) graser (7d10; 5 hexes), vandal rocket (4d8 
  plus drones; 20 hexes)
  Attack (port) light EMP cannon (EMP; 5 hexes)
  Attack (starboard) light EMP cannon (EMP; 5 hexes)
  Attack (aft) gyrolaser (1d8; 5 hexes)
  Attack (turret) linked twin lasers (10d8; 20 hexes)
  Power Core Pulse Orange (250 PCU); Drift Engine Signal 
  Basic; Systems basic medium-range sensors, mk 2 trinode 
  computer, mk 7 armor, mk 8 defenses, self-destruct system; 
  Expansion Bays cargo holds (5)
  Modifiers +2 to any three checks per round, +2 Computers 
  (sensors only), reversible; Complement 6
  CREW
  Captain Computers +19 (10 ranks), Diplomacy +14 (5 ranks), 
  Engineering +19 (10 ranks), gunnery +12 (10th level), 
  Intimidate +19 (10 ranks)
  Engineer Engineering +24 (10 ranks)
  Gunners (2) gunnery +15 (10th level)
  Pilot Piloting +24 (10 ranks)
  Science Officer Computers +19 (10 ranks)
  SPECIAL 
  Reversible Jinsul ships’ overall shape and the positioning of 
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  Vandal Rocket This weapon functions identically to a high 
  explosive missile launcher, except that pieces of the rocket’s 
  shrapnel animate into drones that continue to rend the ship 
  if it successfully deals Hull Point damage. Each successive 
  gunnery phase, the target ship takes 1d4 damage to its Hull 
  Points until the drones are either forcibly removed during 
  the engineering phase with a successful Engineering check 
  (DC = 15 + 2 × the engineer’s starship’s tier) or shaken off by 
  the pilot during the helm phase with a successful barrel roll, 
  flip and burn, or flyby stunt. Multiple rocket strikes cannot 
  increase this continual damage beyond 1d4 per round.
  JINSUL PLAGUEBRINGER 
  TIER 8 
  Large destroyer
  Speed 6; Maneuverability average (turn 2); Drift 1
  AC 23; TL 23 
  HP 190; DT —; CT 38 
  Shields medium 160 (forward 40, starboard 40, port 40,  
  aft 40) 
  Attack (forward) heavy biochem missile launcher (10d8; 20 
  hexes), railgun (8d4; 20 hexes)
  Attack (port) gyrolaser (1d8; 5 hexes)
  Attack (starboard) gyrolaser (1d8; 5 hexes)
  Attack (turret) linked coilguns (8d4; 20 hexes)
  Power Core Pulse Orange (250 PCU); Drift Engine Signal Basic; 
  Systems basic computer, basic medium-range sensors, mk 5 
  armor, mk 6 defenses, self-destruct system; Expansion Bays 
  cargo holds (4)
  Modifiers +2 Computers (sensors only), +1 Piloting, reversible; 
  Complement 20
  CREW
  Captain Computers +16 (8 ranks), Diplomacy +12 (4 ranks), 
  Engineering +16 (8 ranks), gunnery +10 (8th level), Intimidate 
  +21 (8 ranks)
  Engineers (1 officer, 5 crew) Engineering +21 (8 ranks)
  Gunners (2 officers, 2 crew each) gunnery +13 (8th level)
  Pilots (1 officer, 2 crew) Piloting +21 (8 ranks)
  Science Officers (1 officer, 3 crew) Computers +21 (8 ranks)
  SPECIAL 
  Heavy Biochem Missile Launcher This weapon functions 
  identically to a heavy nuclear missile launcher, except that 
  instead of exposing creatures onboard the target ship to 
  medium radiation, it exposes them to a synthetic plague 
  developed by jinsul scientists. This is an inhaled physical 
  track disease (Fortitude DC 17) requiring 2 consecutive 
  successful saves to cure. This weaponized strain is highly 
  potent, advancing to the next stage in between each Part 4 
  encounter unless treated. 
  Reversible Jinsul ships’ overall shape and the positioning of 
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  JINSUL SCOUT CRAFT 
  TIER 9 
  Medium explorer
  Speed 10; Maneuverability good (turn 1); Drift 1
  AC 26; TL 25 
  HP 75; DT —; CT 15 
  Shields heavy 280 (forward 70, starboard 70, port 70, aft 70) 
  Attack (forward) light EMP cannon (EMP; 5 hexes)
  Attack (port) linked gyrolasers (2d8; 5 hexes)
  Attack (starboard) linked gyrolasers (2d8; 5 hexes)
  Attack (aft) vandal rocket (4d8 plus drones; 20 hexes)
  Attack (turret) railgun (8d4; 20 hexes), heavy laser net (5d6; 
  5 hexes)
  Power Core Pulse Orange (250 PCU); Drift Engine Signal Basic; 
  Systems advanced medium-range sensors, mk 2 tetranode 
  computer, mk 7 armor, mk 7 defenses; Expansion Bays 
  cargo holds (4)
  Modifiers +2 to any four checks per round, +4 Computers 
  (sensors only), +1 Piloting, reversible; Complement 6
  CREW
  Captain Diplomacy +13 (5 ranks), Intimidate +17 (9 ranks)
  Engineer Engineering +17 (9 ranks)
  Gunners (2) gunnery +14 (9th level)
  Pilot Piloting +22 (9 ranks)
  Science Officer Computers +22 (9 ranks)
  SPECIAL 
  Reversible Jinsul ships’ overall shape and the positioning of 
  
  FATE OF THE SCOURED GOD
  81
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  Vandal Rocket This weapon functions identically to a high 
  explosive missile launcher, except that pieces of the 
  rocket’s shrapnel animate into drones that continue to 
  rend the ship if it successfully deals Hull Point damage. 
  Each successive gunnery phase, the target ship takes 
  1d4 damage to its Hull Points until the drones are either 
  forcibly removed during the engineering phase with a 
  successful Engineering check (DC = 15 + 2 × the engineer’s 
  starship’s tier) or shaken off by the pilot during the helm 
  phase with a successful barrel roll, flip and burn, or 
  flyby stunt. Multiple rocket strikes cannot increase this 
  continual damage beyond 1d4 per round.
  JINSUL TRIUMPH 
  TIER 10 
  Large destroyer
  Speed 8; Maneuverability average (turn 2); Drift 1
  AC 26; TL 26 
  HP 190; DT —; CT 38 
  Shields medium 200 (forward 50, starboard 50, port 50, aft 50) 
  Attack (forward) persistent particle beam cannon (10d6; 20 
  hexes), stealth hydrobomb missile launcher (10d8; 20 hexes)
  Attack (port) coilgun (4d4; 20 hexes)
  Attack (starboard) coilgun (4d4; 20 hexes)
  Attack (aft) vandal rocket (4d8 plus drones; 20 hexes)
  Attack (turret) persistent particle beam cannon (10d6; 20 hexes)
  Power Core Pulse Prismatic (300 PCU); Drift Engine Signal 
  Basic; Systems basic medium-range sensors, mk 2 trinode 
  computer, mk 6 armor, mk 7 defenses, self-destruct system; 
  Expansion Bays cargo holds (4)
  Modifiers +2 to any three checks per round, +2 Computers 
  (sensors only), reversible; Complement 20
  CREW
  Captain Computers +19 (10 ranks), Diplomacy +14 (5 ranks), 
  Engineering +19 (10 ranks), gunnery +12 (10th level), 
  Intimidate +19 (10 ranks)
  Engineers (1 officer, 5 crew) Engineering +24 (10 ranks)
  Gunners (2 officers, 2 crew each) gunnery +15 (10th level)
  Pilots (1 officer, 2 crew) Piloting +24 (10 ranks)
  Science Officers (1 officer, 3 crew) Computers +24 (10 ranks)
  SPECIAL 
  Reversible Jinsul ships’ overall shape and the positioning of 
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  Stealth Hydrobomb Missile Launcher This weapon functions 
  as a heavy nuclear missile launcher, but the ammunition is 
  invisible and hard to dodge, allowing it to ignore the point 
  weapon ability and any bonuses granted by a successful 
  evade stunt.
  Vandal Rocket This weapon functions identically to a high 
  explosive missile launcher, except that pieces of the rocket’s 
  shrapnel animate into drones that continue to rend the ship 
  if it successfully deals Hull Point damage. Each successive 
  gunnery phase, the target ship takes 1d4 damage to its Hull 
  Points until the drones are either forcibly removed during 
  the engineering phase with a successful Engineering check 
  (DC = 15 + 2 × the engineer’s starship’s tier) or shaken off by 
  the pilot during the helm phase with a successful barrel roll, 
  flip and burn, or flyby stunt. Multiple rocket strikes cannot 
  increase this continual damage beyond 1d4 per round.
  APPENDIX 6: SUBTIER 11–12 FOES
  ASSAULT ENERCOPTER 
  LEVEL 12
  Gargantuan air vehicle (40 ft. wide, 20 ft. long, 15 ft. high)
  Speed 50 ft., full 800 ft., 90 mph (fly)
  EAC 26; KAC 28; Cover cover
  HP 200 (100); Hardness 14
  Attack (Collision) 12d10 B (DC 15)
  Attack aurora shock caster (2d12 E) 
  Attack medium machine gun (3d10 P) 
  Modifiers –1 Piloting, –4 attack (–6 at full speed)
  Systems autopilot (Piloting +22), enhanced sensors (darkvision 1 
  mile), expansion bays (2), planetary comm unit; Passengers 11
  DEMON SOULFLAYER  
  CR 11 
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +5; Senses darkvision 60 ft.; Perception +20
  DEFENSE 
  HP 180
  EAC 24; KAC 26 
  Fort +15; Ref +13; Will +10
  Defensive Abilities unflankable; DR 10/good; Immunities 
  electricity, poison; Resistances acid 11, cold 11, fire 11
  OFFENSE
  Speed 40 ft., climb 30 ft.
  Melee bite +24 (4d6+19 P)
  Ranged flame gout +21 (3d8+11; critical burn 2d6)
  STATISTICS
  Str +8; Dex +5; Con +3; Int –3; Wis +0; Cha +0 
  Skills Acrobatics +20, Athletics +20, Bluff +20, Intimidate +20 
  Feats Cleave, Lunge
  Languages Abyssal, Jinsul
  SPECIAL ABILITIES 
  Flame Gout (Ex) A soulflayer’s flame gout attack has a range 
  increment of 30 feet and unlimited ammunition.
  DHURUS  
  CR 14 
  LE Gargantuan outsider (native)
  Init +4; Senses darkvision 60 ft.; Perception +25
  DEFENSE 
  HP 275 
  EAC 29; KAC 31
  Fort +17; Ref +17; Will +15 
  
  STARFINDER SOCIETY SCENARIO
  82
  Defensive Abilities font of immortality, unflankable; DR 10/
  magic; Immunities disease, mind-affecting effects, poison, 
  polymorph, slow, radiation; Resistances acid 15, cold 15, 
  electricity 15, fire 15, sonic 15; SR 25
  OFFENSE
  Speed 70 ft., climb 70 ft.
  Melee slam +28 (8d6+22 B; critical knockdown) 
  Multiattack 3 slams +22 (4d8+22 B; critical knockdown)
  Ranged fire pulse +25 (3d12+14 F; critical severe wound) 
  Space 20 ft.; Reach 20 ft. 
  Spell-Like Abilities (CL 14th; ranged +26) 
  1/day—crush skull (DC 24), greater command (DC 24)
  3/day—confusion (DC 23), cosmic eddy (DC 23), hold monster 
  (DC 23), mystic cure (4th level)
  At will—dispel magic, slow (DC 22)
  STATISTICS
  Str +8; Dex +4; Con +6; Int +4; Wis +5; Cha +5 
  Skills Athletics +30, Intimidate +25, Mysticism +30, Sense 
  Motive +25
  Languages Common, Jinsul; telepathy 120 ft.
  Other Abilities divine turbocharge
  SPECIAL ABILITIES 
  Divine Turbocharge (Su) Kadrical’s siphoned energy grants 
  Dhurus exceptional agility. This ability functions as a constant 
  haste effect, except that Dhurus can use a full attack action 
  to use a spell-like ability and also make a single melee or 
  ranged attack or all of its multiattacks. If Dhurus uses a fire 
  pulse attack during this special action, it takes a –6 penalty to 
  the attack roll. This ability cannot be dispelled or countered, 
  but can be removed via a device or scenario condition. 
  Fire Pulse (Su) Dhurus can produce focused surges of 
  superheated energy from its eyes. This fire pulse attack has 
  a range increment of 120 feet, unlimited ammunition, and 
  can fired rapidly as though in automatic mode. 
  Font of Immortality (Su) Kadrical’s stolen divinity grants Dhurus 
  god-like endurance. Dhurus gains 50 temporary Hit Points 
  at the start of its turn. Increase the number of temporary Hit 
  Points granted by this ability by 15 for every additional PC 
  present over 4. These temporary Hit Points last for 1 round 
  and stack with other sources of temporary Hit Points.
  DIRE JESKRAAL 
  CR 9
  N Large animal
  Init +3; Senses low-light vision, scent; Perception +17
  DEFENSE 
  HP 160
  EAC 24; KAC 25
  Fort +13; Ref +13; Will +8
  Defensive Abilities inhabit armor; DR 10/–
  OFFENSE
  Speed 30 ft.
  Melee bite +21 (2d10+15 P)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str +6; Dex +3; Con +4; Int –4; Wis +0; Cha +0
  Skills Athletics +22, Survival +17
  Feats Bodyguard
  Gear freebooter armor III
  SPECIAL ABILITIES
  Inhabit Armor (Ex) A jeskraal’s tail has several muscular 
  protrusions that allow it to shape a suit of armor into a 
  suitable shell in moments. It then uses the shell to protect 
  its vitals. A jeskraal can use its inhabited armor to convert 
  a critical hit against it, or against an ally whose Armor Class 
  it has increased with the Bodyguard Feat, into a normal hit. 
  Doing so imposes a –4 penalty on the jeskraal’s EAC and 
  KAC until it takes a full-round action to readjust its armor. 
  Jeskraals are proficient with all light and heavy armors 
  and can don armor hastily at no penalty. The DC of any 
  Engineering check required to resize armor reclaimed from 
  a jeskraal increases by 4, and the armor requires twice as 
  many credits to be refitted by a professional.
  JINSUL ANNIHILATOR ROBOT 
  CR 11 
  CN Large construct (technological)
  Init +5; Senses darkvision 60 ft., low-light vision;  
  Perception +25
  DEFENSE 
  HP 180 
  EAC 24; KAC 26 
  Fort +11; Ref +11; Will +8 
  Defensive Abilities integrated weapons; DR 10/—; Immunities 
  construct immunities
  OFFENSE
  Speed 30 ft., climb 20 ft. 
  Melee pincer blade +21 (4d6+19 P)
  Ranged integrated LFD streetsweeper +18 (3d10+11 So; critical 
  knockdown) 
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities create darkness
  STATISTICS
  Str +8; Dex +5; Con —; Int —; Wis +3; Cha +0 
  Skills Acrobatics +25, Athletics +25
  Languages Jinsul
  Other Abilities mindless, unliving
  Gear LFD streetsweeper with 2 high-capacity batteries (40 
  charges each)
  SPECIAL ABILITIES 
  Integrated Weapons (Ex) The robot’s weapons are integrated 
  into its frame and can’t be disarmed.
  JINSUL CHOPPER CREW  
  CR 8 
  Jinsul mechanic
  CE Medium monstrous humanoid
  Init +4; Senses darkvision 60 ft.; Perception +22
  DEFENSE 
  HP 115 
  EAC 20; KAC 21 
  Fort +9; Ref +11; Will +11; +4 vs. fear
  
  FATE OF THE SCOURED GOD
  83
  Defensive Abilities unflankable
  OFFENSE
  Speed 40 ft.
  Melee bite +16 (1d8+10 P) or 
  leg blade +16 (2d6+10 S; critical bleed 1d6)
  Ranged hailstorm-class zero rifle +18 (2d8+8 C; critical 
  staggered [DC 18]) 
  Offensive Abilities mechanic tricks (neural shunt, improved 
  overcharge), overload, target tracking
  STATISTICS
  Str +2; Dex +4; Con +2; Int +6; Wis +0; Cha –1 
  Skills Acrobatics +17, Athletics +17, Computers +22, 
  Engineering +22, Piloting +22
  Languages Jinsul
  Other Abilities artificial intelligence (exocortex), expert rig 
  (armor slot), miracle worker 1/day, powerful leap, remote 
  hack, wireless hack
  Gear estex suit III, hailstorm-class zero rifle with 2 high-
  capacity batteries (40 charges each)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL GODCALLER  
  CR 13 
  CE Medium monstrous humanoid
  Init +6; Senses darkvision 60 ft.; Perception +23
  DEFENSE 
  HP 225
  EAC 27; KAC 29 
  Fort +15; Ref +17; Will +15; +4 vs. fear
  Defensive Abilities unflankable, unshakable belief
  OFFENSE
  Speed 50 ft., fly 70 ft. (forcepack; average)
  Melee bite +27 (4d6+21 P) or 
  leg blades +27 (3d12+21 S; critical bleed 2d4)
  Ranged yellow star plasma pistol +24 (2d8+13 E & F; critical 
  burn 1d8)
  Spell-Like Abilities (CL 13th) 
  1/day—dominate person (DC 20), waves of fatigue
  3/day—fear (4th level, DC 19), mind thrust (4th level; DC 19), 
  mystic cure (4th level), resistant armor 
  At will—bestow curse (DC 18), synaptic pulse (DC 18)
  STATISTICS
  Str +8; Dex +2; Con +6; Int +2; Wis +2; Cha +4 
  Skills Acrobatics +23, Athletics +28, Bluff +28, Mysticism +23 
  Languages Jinsul
  Other Abilities powerful leap 
  Gear exident skyfire armor (forcepack, mk 1 spell reflector), 
  yellow star plasma pistol with 1 high-capacity battery (40 
  charges), viridian balbis aeon stone AR
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  Unshakable Belief (Ex) Whenever a jinsul champion is the 
  target of a trick attack, the jinsul can attempt a Bluff or 
  Sense Motive check as a reaction. If the jinsul’s result equals 
  or exceeds that of the trick attack skill roll, the trick attack 
  is unsuccessful. If the jinsul’s result exceeds the trick attack 
  result by 5 or more, the creature performing the trick attack 
  gains the off-target condition until the end of its next turn.
  JINSUL GENERAL  
  CR 11 
  Jinsul technomancer
  CE Medium monstrous humanoid
  Init +5; Senses darkvision 60 ft.; Perception +25
  DEFENSE 
  HP 155 RP 5
  EAC 23; KAC 24
  Fort +10; Ref +12; Will +16; +4 vs. fear
  Defensive Abilities defiant faith, unflankable; Resistances 
  electricity 15
  OFFENSE
  Speed 40 ft.
  Melee bite +20 (2d8+14 P) or 
  leg blades +20 (2d10+14 S; critical bleed 1d8)
  Ranged yellow star plasma pistol +18 (2d8+11 E & F; critical 
  burn 1d8) 
  Technomancer Spells Known (CL 11th; melee +20, ranged +18)
  4th (3/day)—overload systems (DC 22), rewire flesh (DC 22)
  3rd (6/day)—arcing surge (DC 21), explosive blast (DC 21), 
  haste, irradiate (DC 21)
  2nd (at will)—caustic conversion, inject nanobots (DC 20)
  STATISTICS
  Str +3; Dex +5; Con +1; Int +8; Wis +0; Cha –1 
  Skills Athletics +20, Computers +20, Mysticism +25 
  Languages Common, Jinsul
  Other Abilities cache capacitor (keen senses), magic hacks 
  (flash teleport, reboot mind), powerful leap, spell cache (gem 
  embedded in armor)
  Gear general caste armor (as freebooter armor III; mk 3 
  electrostatic shield), yellow star plasma pistol with 1 high-
  capacity battery (40 charges)
  SPECIAL ABILITIES 
  Defiant Faith (Ex) Whenever a creature casts an offensive 
  spell that targets a jinsul sergeant or its allies, the jinsul 
  sergeant can attempt a Mysticism check in response as a 
  reaction. If the jinsul’s result equals or exceeds a DC equal 
  to 20 + the spell’s level, the spell fails. If the jinsul’s result 
  exceeds the DC by 5 or more, the creature casting the spell 
  gains the shaken condition until the end of its next turn.
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL GURU  
  CR 11 
  CE Medium monstrous humanoid
  Init +6; Senses darkvision 60 ft.; Perception +20
  DEFENSE 
  HP 180
  EAC 24; KAC 26 
  
  STARFINDER SOCIETY SCENARIO
  84
  Fort +13; Ref +15; Will +13; +4 vs. fear
  Defensive Abilities unflankable, unshakable belief
  OFFENSE
  Speed 50 ft., fly 70 ft. (forcepack; average)
  Melee bite +24 (3d6+19 P) or 
  leg blades +24 (4d6+19 S; critical bleed 2d4)
  Ranged decimator disintegrator pistol +21 (1d20+11 A)
  Spell-Like Abilities (CL 11th) 
  1/day—fear (4th level, DC 18), resistant armor
  3/day—bestow curse (DC 17), haste, mind thrust (3rd level;  
  DC 17), mystic cure (3rd level) 
  At will— hold person (DC 16), see invisibility
  STATISTICS
  Str +8; Dex +2; Con +5; Int +2; Wis +2; Cha +3 
  Skills Acrobatics +20, Athletics +25, Bluff +25, Mysticism +20 
  Languages Jinsul
  Other Abilities powerful leap 
  Gear specialist defiance series (forcepack), decimator 
  disintegrator pistol AR with 2 batteries (20 charges each), 
  viridian balbis aeon stone AR
  SPECIAL ABILITIES 
  Powerful Leap (Ex) As jinsul high priest (see below).
  Unshakable Belief (Ex) Whenever a jinsul champion is the 
  target of a trick attack, the jinsul can attempt a Bluff or 
  Sense Motive check as a reaction. If the jinsul’s result equals 
  or exceeds that of the trick attack skill roll, the trick attack 
  is unsuccessful. If the jinsul’s result exceeds the trick attack 
  result by 5 or more, the creature performing the trick attack 
  gains the off-target condition until the end of its next turn.
  JINSUL HIGH PRIEST  
  CR 11 
  Jinsul mystic
  LE Medium monstrous humanoid
  Init +0; Senses darkvision 60 ft.; Perception +25
  DEFENSE 
  HP 155 RP 5
  EAC 24; KAC 26 
  Fort +10; Ref +12; Will +16; +4 vs. fear
  Defensive Abilities divine radiance (DC 20), share pain (DC 20), 
  unflankable
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +18 (2d6+16 P) 
  Ranged inferno flame pistol +20 (2d8+11 F; critical burn 1d8) 
  Space 10 ft.; Reach 10 ft. 
  Offensive Abilities backlash, mental anguish (DC 20), sow 
  doubt (DC 20)
  Armor Spell-Like Abilities (CL 11th)
  1/day—dimension door
  Mystic Spells Known (CL 11th; melee +18, ranged +20)
  4th (3/day)—fear (4th level, DC 22), mind thrust (4th level, 
  DC 22)
  3rd (6/day)—bestow curse (DC 21), dispel magic, mystic cure 
  (3rd level), synaptic pulse (DC 21)
  2nd (at will)—hurl forcedisk, inflict pain (DC 20)
  Connection mindbreaker
  STATISTICS
  Str +5; Dex +0; Con +5; Int +0; Wis +8; Cha +3 
  Skills Athletics +20, Bluff +20, Intimidate +25, Mysticism +25 
  Languages Common, Infernal, Jinsul
  Other Abilities mindlink, powerful leap, telepathic bond
  Gear Kadrical’s embrance (as stag-step suit AR; inferno flame 
  pistol AR with 20 petrol)
  SPECIAL ABILITIES 
  Divine Radiance (Ex) A jinsul high priest’s violent fervor shines 
  into a glowing aura around it. Each creature within 10 feet 
  of the jinsul must succeed at a DC 20 Will save every round 
  or be blinded until the end of its next turn. 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL HONORGUARD  
  CR 11 
  Jinsul soldier
  CE Medium monstrous humanoid
  Init +9; Senses darkvision 60 ft.; Perception +20
  DEFENSE 
  HP 180 RP 5
  EAC 24; KAC 27 
  Fort +13; Ref +13; Will +14; +4 vs. fear
  Defensive Abilities rapid recovery, unflankable 
  OFFENSE
  Speed 40 ft.
  Melee white star nova lance +24 (7d4+19 E & F; critical severe 
  wound) or
  bite +24 (2d6+19 P) or 
  leg blades +24 (4d6+19 S; critical bleed 2d4)
  Ranged medium machine gun +21 (3d10+11 P) or 
  cryo grenade II +21 (explode [15 ft., 2d8 C plus staggered, 
  DC 18]) 
  Space 5 ft.; Reach 5 ft. (10 ft. with nova lance)
  Offensive Abilities fighting styles (blitz, guard), gear boosts 
  (armored advantage, plasma immolation), guard’s protection, 
  soldier’s onslaught
  STATISTICS
  Str +8; Dex +5; Con +3; Int +0; Wis +0; Cha +0 
  Skills Acrobatics +20, Athletics +25, Intimidate +20 
  Feats Improved Stand Still
  Languages Jinsul
  Other Abilities powerful leap
  Gear specialist defiance series (white force field), medium 
  machine gun with 60 rounds, white star nova lance AR with 
  1 battery (20 charges), cryo grenades II (2)
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL MYRMIDON  
  CR 9 
  Jinsul soldier
  
  FATE OF THE SCOURED GOD
  85
  CE Medium monstrous humanoid
  Init +8; Senses darkvision 60 ft.; Perception +17
  DEFENSE 
  HP 145
  EAC 22; KAC 25 
  Fort +11; Ref +11; Will +12; +4 vs. fear
  Defensive Abilities keep fighting, unflankable 
  OFFENSE
  Speed 50 ft.
  Melee advanced meteor glaive +22 (3d8+15 F & S; critical 
  wound) or
  bite +22 (2d8+15 P) or
  leg blades +22 (2d10+15 S; critical bleed 1d6)
  Ranged advanced X-gen gun +19 (2d12+9 P) or
  screamer grenade II +19 (explode [20 ft., 2d10 So plus 
  deafened for 1d4 minutes, DC 16]) 
  Space 5 ft.; Reach 5 ft. (10 ft. with meteor glaive)
  Offensive Abilities charge attack, fighting styles (arcane 
  assailant, blitz), gear boosts (armored advantage, deflecting 
  smash AR), rune of the eldritch knight (meteor glaive)
  STATISTICS
  Str +6; Dex +4; Con +3; Int +0; Wis +0; Cha +0 
  Skills Acrobatics +17, Athletics +22, Intimidate +17 
  Feats Mobility
  Languages Jinsul
  Other Abilities powerful leap
  Gear white carbon skin, advanced X-gen gun with 100 rounds, 
  advanced meteor glaive AR with 1 high-capacity battery (40 
  charges), screamer grenades II (2)
  SPECIAL ABILITIES 
  Deflecting Smash (Ex) When a jinsul myrmidon makes an 
  attack with a melee weapon that has the powered weapon 
  special property, it gains a +1 insight bonus to its EAC until 
  the beginning of its next turn. If the attack is a critical hit, 
  the insight bonus increases to +2.
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  JINSUL SCOUT BEASTMASTER  
  CR 8 
  Jinsul operative
  CE Medium monstrous humanoid
  Init +9; Senses darkvision 60 ft.; Perception +22
  DEFENSE 
  HP 115 
  EAC 20; KAC 21 
  Fort +7; Ref +9; Will +11; +4 vs. fear
  Defensive Abilities evasion, uncanny agility, unflankable
  OFFENSE
  Speed 50 ft.
  Melee bite +16 (1d8+12 P) or
  leg blades +16 (2d6+12 S; critical bleed 1d6)
  Ranged fighter handcoil +18 (1d10+8 E; critical arc 1d10) or
  survival flare gun +18 (1d3+8 F; critical burn 1d6) 
  Offensive Abilities debilitating trick, trick attack +4d8, 
  triple attack
  STATISTICS
  Str +4; Dex +6; Con +2; Int +0; Wis +0; Cha –1 
  Skills Acrobatics +22, Athletics +22, Culture +22, Sense Motive 
  +17, Stealth +17, Survival +22 
  Languages Jinsul
  Other Abilities operative exploits (ever vigilant, hampering 
  shot), powerful leap, specialization (explorer)
  Gear advanced lashunta tempweave armor, fighter handcoil AR 
  with 2 batteries (20 charges each), survival flare gun with 
  1 flare, comm unit
  SPECIAL ABILITIES 
  Powerful Leap (Ex) A jinsul treats any Athletics check to jump 
  as if it had a running start.
  NIHILI COMMANDANT 
  CR 11
  Variant nihili (Starfinder Alien Archive 82)
  CE Medium undead 
  Init +5; Senses darkvision 60 ft.; Perception +20
  Aura gravity well (5 ft., DC 20)
  DEFENSE 
  HP 190
  EAC 24; KAC 26 
  Fort +13; Ref +13; Will +12 
  Defensive Abilities undead immunities
  OFFENSE
  Speed 30 ft., climb 20 ft. 
  Melee slam +23 (4d6+19 B) 
  Offensive Abilities decompression gaze (15 ft., DC 20, 3d6+9 B)
  STATISTICS
  Str +8; Dex +5; Con —; Int +3; Wis +0; Cha +0 
  Skills Athletics +25 (+33 to climb), Stealth +20 
  Other Abilities unliving
  SPECIAL ABILITIES 
  Decompression Gaze (Su) The dead stare of a nihili makes 
  those around the undead feel like their own lungs are 
  starting to violently collapse, mimicking the nihili’s demise. 
  A living creature that can see and breathe that begins 
  its turn within 15 feet of a nihili must succeed at a DC 20 
  Fortitude save or take 3d6+9 bludgeoning damage.
  Gravity Well (Su) A nihili generates a field of gravity that 
  functions in a 5-foot aura around itself (including 5 feet 
  above the nihili), exerting a downward force toward the 
  nihili’s feet. This allows the nihili to function as if constantly 
  under the effect of spider climb. Any creature entering this 
  aura from an area of zero-g must succeed at a DC 20 Reflex 
  saving throw or be knocked prone.
  TSIMTSARA  
  CR 13 
  Female nelentu solarian
  CE Medium monstrous humanoid
  Init +4; Senses blindsense (echolocation) 30 ft., darkvision 
  60 ft.; Perception +28
  DEFENSE 
  HP 225
  EAC 27; KAC 29 
  
  STARFINDER SOCIETY SCENARIO
  86
  Fort +15; Ref +15; Will +16
  Defensive Abilities brain fungus; Resistances electricity 10
  OFFENSE
  Speed 30 ft., fly 30 ft. (average)
  Melee solar weapon +27 (3d12+21 S plus 2d8 F; critical 
  irradiateAR [DC 19]) 
  Ranged tenebrous shadow pistol +24 (2d10+13 C; critical 
  blindAR [DC 19])
  Offensive Abilities flashing strikes, solarian’s onslaught, stellar 
  revelations (black hole [35-ft. radius, pull 25 ft., DC 19], 
  debris field AR, soul furnace, supernova [15-ft. radius, 14d6 F, 
  DC 19]), zenith revelations (solar acceleration)
  STATISTICS
  Str +8; Dex +4; Con +0; Int +0; Wis +0; Cha +6 
  Skills Athletics +23, Diplomacy +23, Medicine +28, Mysticism +23
  Feats Penetrating Attack
  Languages Common, Jinsul, Nelentu; limited telepathy 30 ft.
  Other Abilities solar manifestation (solar weapon), stellar 
  alignment
  Gear d-suit IV, tenebrous shadow pistol AR with 1 high-
  capacity battery (40 charges), minor positron crystal AR; 
  Augmentations mk 5 resistant hide AR
  SPECIAL ABILITIES 
  Brain Fungus (Ex) A nelentu’s symbiotic fungus takes the brunt 
  of mental attacks first, leaving the physical body functional 
  but cognitively impaired. This ability functions like the 
  neural shunt mechanic trick, except that throughout the 
  effect’s duration the nelentu takes a –2 penalty to all saves 
  and cannot communicate or attempt Intelligence-, Wisdom-, 
  or Charisma-based checks. This ability can be used only 
  once per day, as a reaction.
  Debris Field (Su) As a standard action, Tsimtsara can cause 
  a cloud of debris, microscopic particles, and small items 
  to orbit them, trapped in their personal gravitational field. 
  This grants Tsimtsara 50% concealment (but not total 
  concealment) against ranged attacks so long as Tsimtsara is 
  attuned via their stellar alignment. 
  UNHOLY NIHILI 
  CR 9
  Variant nihili (Starfinder Alien Archive 82)
  CE Medium undead 
  Init +4; Senses darkvision 60 ft.; Perception +17
  Aura gravity well (5 ft., DC 18)
  DEFENSE 
  HP 150
  EAC 22; KAC 24 
  Fort +11; Ref +11; Will +10 
  Defensive Abilities undead immunities
  OFFENSE
  Speed 30 ft., climb 20 ft. 
  Melee slam +21 (2d10+15 B) 
  Offensive Abilities decompression gaze (15 ft., DC 18, 2d6+7 B)
  STATISTICS
  Str +6; Dex +4; Con —; Int +3; Wis +0; Cha +0 
  Skills Athletics +22 (+30 to climb), Stealth +17 
  Other Abilities unliving
  SPECIAL ABILITIES 
  Decompression Gaze (Su) See page 85.
  Gravity Well (Su) See page 85.
  WARMONGER DEVIL (LEVALOCH)  
  CR 7 
  Starfinder Alien Archive 2 36
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +3; Senses darkvision 60 ft., see in darkness; Perception +19
  DEFENSE 
  HP 105
  EAC 19; KAC 22 
  Fort +11; Ref +9; Will +6
  Defensive Abilities construct form; DR 5/good; Immunities 
  fire, poison; Resistances acid 10, cold 10; SR 12
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee sintered trident +17 (2d8+12 P) or 
  claw +17 (1d6+12 S) 
  Ranged corona laser rifle +15 (2d6+7 F; critical burn 1d6) or 
  nyfiber net +15 (entangle) 
  Space 10 ft.; Reach 10 ft. 
  Offensive Abilities merciless blow
  Spell-Like Abilities (CL 7th) 
  1/day—summon allies (1 levaloch 35%)
  At will—teleport (self plus 5 bulk of gear only)
  STATISTICS
  Str +5; Dex +3; Con +4; Int +2; Wis +3; Cha +2 
  Skills Acrobatics +14, Athletics +14 (+22 to climb), Engineering 
  +14, Intimidate +14, Mysticism +14, Stealth +14
  Languages Celestial, Draconic, Infernal; telepathy 100 ft.
  Other Abilities hellstrider, phalanx
  Gear sintered trident with integrated corona laser rifle with 2 
  high-capacity batteries (40 charges each), nyfiber net
  SPECIAL ABILITIES 
  Construct Form (Ex) Despite being true devils, levalochs have 
  a number of immunities common to constructs. They are 
  immune to ability damage, ability drain, death effects, energy 
  drain, exhaustion, fatigue, necromancy effects, negative 
  levels, nonlethal damage, paralysis, sleep, and stunning.
  Hellstrider (Su) Difficult terrain doesn’t hamper a levaloch’s speed.
  Merciless Blow (Su) If a levaloch hits an entangled foe with an 
  attack, the target takes 2d6 extra damage of the same type.
  Phalanx (Ex) Devils gain a +1 morale bonus to attack rolls and 
  AC while adjacent to a levaloch.
  SUBTIER 11–12 STARSHIPS
  JINSUL ASSAULT CRAFT 
  TIER 12 
  Medium transport
  Speed 10; Maneuverability average (turn 2); Drift 1
  AC 30; TL 30 
  HP 115; DT —; CT 23 
  
  FATE OF THE SCOURED GOD
  87
  Shields medium 200 (forward 50, starboard 50, port 50,  
  aft 50) 
  Attack (forward) linked grasers (14d10; 5 hexes), vandal rocket 
  (4d8 plus drones; 20 hexes)
  Attack (port) light EMP cannon (EMP; 5 hexes)
  Attack (starboard) light EMP cannon (EMP; 5 hexes)
  Attack (aft) gyrolaser (1d8; 5 hexes)
  Attack (turret) linked twin lasers (10d8; 20 hexes)
  Power Core Pulse Prismatic (300 PCU); Drift Engine Signal 
  Basic; Systems basic medium-range sensors, mk 2 trinode 
  computer, mk 8 armor, mk 9 defenses, self-destruct system; 
  Expansion Bays cargo holds (5)
  Modifiers +2 to any three checks per round, +2 Computers 
  (sensors only), reversible; Complement 6
  CREW
  Captain Computers +22 (12 ranks), Diplomacy +16 (6 ranks), 
  Engineering +22 (12 ranks), gunnery +14 (12th level), 
  Intimidate +22 (12 ranks)
  Engineer Engineering +27 (12 ranks)
  Gunners (2) gunnery +18 (12th level)
  Pilot Piloting +27 (12 ranks)
  Science Officer Computers +22 (12 ranks)
  SPECIAL 
  Reversible Jinsul ships’ overall shape and the positioning of 
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  Vandal Rocket This weapon functions identically to a high 
  explosive missile launcher, except that pieces of the 
  rocket’s shrapnel animate into drones that continue to 
  rend the ship if it successfully deals Hull Point damage. 
  Each successive gunnery phase, the target ship takes 
  1d4 damage to its Hull Points until the drones are either 
  forcibly removed during the engineering phase with a 
  successful Engineering check (DC = 15 + 2 × the engineer’s 
  starship’s tier) or shaken off by the pilot during the helm 
  phase with a successful barrel roll, flip and burn, or 
  flyby stunt. Multiple rocket strikes cannot increase this 
  continual damage beyond 1d4 per round.
  JINSUL SCOUT CRAFT 
  TIER 11 
  Medium explorer
  Speed 10; Maneuverability good (turn 2); Drift 1
  AC 31; TL 29 
  HP 75; DT —; CT 15 
  Shields heavy 420 (forward 110, starboard 100, port 100, aft 110) 
  Attack (forward) light EMP cannon (EMP; 5 hexes)
  Attack (port) linked gyrolasers (2d8; 5 hexes)
  Attack (starboard) linked gyrolasers (2d8; 5 hexes)
  Attack (aft) twin laser (5d8; 20 hexes), vandal rocket (4d8 plus 
  drones; 20 hexes)
  Attack (turret) railgun (8d4; 20 hexes), heavy laser net (5d6; 
  5 hexes)
  Power Core Pulse Prismatic (300 PCU); Drift Engine Signal 
  Basic; Systems advanced long-range sensors, mk 2 
  tetranode computer, mk 10 armor, mk 10 defenses; 
  Expansion Bays cargo holds (4)
  Modifiers +2 to any four checks per round, +4 Computers 
  (sensors only), +1 Piloting, reversible; Complement 6
  CREW
  Captain Diplomacy +15 (11 ranks), Intimidate +20 (11 ranks)
  Engineer Engineering +20 (11 ranks)
  Gunners (2) gunnery +17 (11th level)
  Pilot Piloting +25 (11 ranks)
  Science Officer Computers +20 (11 ranks)
  SPECIAL 
  Reversible Jinsul ships’ overall shape and the positioning of 
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  Vandal Rocket This weapon functions identically to a high 
  explosive missile launcher, except that pieces of the rocket’s 
  shrapnel animate into drones that continue to rend the ship 
  if it successfully deals Hull Point damage. Each successive 
  gunnery phase, the target ship takes 1d4 damage to its Hull 
  Points until the drones are either forcibly removed during 
  the engineering phase with a successful Engineering check 
  (DC = 15 + 2 × the engineer’s starship’s tier) or shaken off by 
  the pilot during the helm phase with a successful barrel roll, 
  flip and burn, or flyby stunt. Multiple rocket strikes cannot 
  increase this continual damage beyond 1d4 per round.
  JINSUL TRIUMPH 
  TIER 10 
  Large destroyer
  Speed 8; Maneuverability average (turn 2); Drift 1
  AC 26; TL 26 
  HP 190; DT —; CT 38 
  Shields medium 200 (forward 50, starboard 50, port 50, aft 50) 
  Attack (forward) persistent particle beam cannon (10d6; 20 
  hexes), stealth hydrobomb missile launcher (10d8; 20 hexes)
  Attack (port) coilgun (4d4; 20 hexes)
  Attack (starboard) coilgun (4d4; 20 hexes)
  Attack (aft) vandal rocket (4d8 plus drones; 20 hexes)
  Attack (turret) persistent particle beam cannon (10d6; 20 hexes)
  Power Core Pulse Prismatic (300 PCU); Drift Engine Signal 
  Basic; Systems basic medium-range sensors, mk 2 trinode 
  computer, mk 6 armor, mk 7 defenses, self-destruct system; 
  Expansion Bays cargo holds (4)
  Modifiers +2 to any three checks per round, +2 Computers 
  (sensors only), reversible; Complement 20
  CREW
  Captain Computers +19 (10 ranks), Diplomacy +14 (5 ranks), 
  Engineering +19 (10 ranks), gunnery +12 (10th level), 
  Intimidate +19 (10 ranks)
  Engineers (1 officer, 5 crew) Engineering +24 (10 ranks)
  Gunners (2 officers, 2 crew each) gunnery +15 (10th level)
  
  STARFINDER SOCIETY SCENARIO
  88
  Pilots (1 officer, 2 crew) Piloting +24 (10 ranks)
  Science Officers (1 officer, 3 crew) Computers +24 (10 ranks)
  SPECIAL 
  Reversible Jinsul ships’ overall shape and the positioning of 
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  Stealth Hydrobomb Missile Launcher This weapon functions as a 
  heavy nuclear missile launcher, but the ammunition is invisible 
  and hard to dodge, allowing it to ignore the point weapon 
  ability and any bonuses granted by a successful evade stunt.
  Vandal Rocket This weapon functions identically to a high 
  explosive missile launcher, except that pieces of the 
  rocket’s shrapnel animate into drones that continue to 
  rend the ship if it successfully deals Hull Point damage. 
  Each successive gunnery phase, the target ship takes 
  1d4 damage to its Hull Points until the drones are either 
  forcibly removed during the engineering phase with a 
  successful Engineering check (DC = 15 + 2 × the engineer’s 
  starship’s tier) or shaken off by the pilot during the helm 
  phase with a successful barrel roll, flip and burn, or 
  flyby stunt. Multiple rocket strikes cannot increase this 
  continual damage beyond 1d4 per round.
  JINSUL WARGOD 
  TIER 12 
  Huge cruiser
  Speed 6; Maneuverability average (turn 2); Drift 1
  AC 29; TL 29 
  HP 255; DT 5; CT 51 
  Shields heavy 280 (forward 70, starboard 70, port 70, aft 70) 
  Attack (forward) supermaser (2d8×10; 20 hexes)
  Attack (port) vandal rocket (4d8 plus drones; 20 hexes)
  Attack (starboard) vandal rocket (4d8 plus drones; 20 hexes)
  Attack (turret) heathen torment (5d12; 10 hexes), maser (6d10; 
  20 hexes)
  Power Core Gateway Heavy (400 PCU); Drift Engine Signal 
  Basic; Systems basic medium-range sensors, mk 2 trinode 
  computer, mk 7 armor, mk 8 defenses; Expansion Bays 
  cargo holds (6)
  Modifiers +2 to any three checks per round, +2 Computers 
  (sensors only), +1 Piloting, reversible; Complement 100
  CREW
  Captain Computers +22 (12 ranks), Diplomacy +16 (6 ranks), 
  Engineering +22 (12 ranks), gunnery +12 (12th level), 
  Intimidate +22 (12 ranks)
  Engineers (3 officers, 10 crew each) Engineering +27 (12 ranks)
  Gunners (5 officers, 10 crew each) gunnery +17 (12th level)
  Pilot (1 officer, 4 crew) Piloting +27 (12 ranks)
  Science Officers (1 officer, 5 crew) Computers +27 (12 ranks)
  SPECIAL 
  Heathen Torment The prow of the Wargod bears the impaled 
  bodies of the jinsuls’ immortal god-heroes. Dhurus adorned 
  its flagship with these writhing forms as a show of 
  intimidation to those jinsuls who remained unconvinced. 
  This weapon creates a devastating blast by painfully 
  harnessing divine power from the former jinsul god-heroes 
  strapped inside the weapon’s energy core. It functions as 
  a plasma cannon that has the vortex weapon quality. The 
  god-heroes’ life force must regenerate for 1 round after this 
  weapon is fired in order to fire again. 
  Reversible Jinsul ships’ overall shape and the positioning of 
  their thrusters make it very easy for them to reverse their 
  headings. The ship grants a +2 bonus to Piloting checks to 
  perform the flip and burn stunt.
  Vandal Rocket This weapon functions identically to a high 
  explosive missile launcher, except that pieces of the 
  rocket’s shrapnel animate into drones that continue to 
  rend the ship if it successfully deals Hull Point damage. 
  Each successive gunnery phase, the target ship takes 
  1d4 damage to its Hull Points until the drones are either 
  forcibly removed during the engineering phase with a 
  successful Engineering check (DC = 15 + 2 × the engineer’s 
  starship’s tier) or shaken off by the pilot during the helm 
  phase with a successful barrel roll, flip and burn, or 
  flyby stunt. Multiple rocket strikes cannot increase this 
  continual damage beyond 1d4 per round.
  
  FATE OF THE SCOURED GOD
  89
  
  STARFINDER SOCIETY SCENARIO
  90
  
  FATE OF THE SCOURED GOD
  91
  OPEN GAME LICENSE Version 1.0a
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  System Reference Document ©2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  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 Society Scenario #2–00: Fate of the Scoured God © 2019, Paizo Inc.; Author: 
  Christopher Wasko.
  Event
  GM #
  GM Character #
  GM Fame Earned
  GM Name
  Date
  B
  A
  D
  C
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Starfinder Society Scenario #2–00: 
  Fate of the Scoured God
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  
  Normal
  SUBTIER
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  SUBTIER
  Normal
  SUBTIER
  Normal
  Normal
  Normal
  SUBTIER
  SUBTIER
  SUBTIER
  Items Found During This Scenario
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Fame
  Fame Gained (GM ONLY)
  –
  –
  Fame Spent
  Final 
  Fame
  Starting Credits
  Credits Garnered (GM ONLY)
  Day Job (GM ONLY)
  Credits Spent
  Total
  CREDITS
  MAX CREDITS
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
   
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  7
  Character Chronicle #
  1—2
  5–6
  7–8
  9–10
  11–12
  720
  1,460
  4,085
  5,835
  14,410
  29,167
  3–4
  Starfinder Society Scenario 
  #2–00: Fate of the  
  Scoured God
  Kadrical Rises (Slotless): With the jinsul threat disbanded, a new power wakes from within the Scoured Stars. Kadrical 
  the Preserver stirs from his torpor and has begun to attract new followers. From this point on, any new characters you 
  create can choose Kadrical as a patron deity. This can be selected as part of the priest character theme or as part of a 
  mystic’s connection choice.
  If you are a priest or mystic, upon receiving this boon, you can begin worshipping Kadrical instead of your current 
  deity. If you are a mystic and choose to do this, you can change your current mystic connection to match any one of the 
  connections listed in Kadrical’s portfolio (see below). If you are a mystic who does so, you can also immediately reassign 
  any skill ranks applied to your previous connection’s associated skills.
  KADRICAL
  The Covetous Protector
  LN god of collections, order, and preservation
  Centers of Worship: The Scoured Stars
  Symbol: A gold prism on a black field
  Associated Mystic Connections: mindbreaker, overlord, star shaman
  Overcome the Past (Slotless; Limited-Use): You have returned to the Scoured Stars, beat back the jinsuls, and 
  spiritually conquered the star system that nearly doomed the Starfinder Society. You gain 4 Fame. Alternatively, if 
  you advanced to 2nd level as a result of the Scoured Stars Veteran boon, you can instead gain 3 XP, 5 Fame, and 5 
  Reputation for the faction whose champion boon you have slotted. Apply this XP 1 point at a time, each time earning 
  additional credits based on the subtier most appropriate to your level. 
  Savior of the Scoured Stars (Social Boon): You took part in the Starfinder Society’s momentous victory in the Scoured 
  Stars. Whether for good or for ill, people know you were a part of this endeavor. While you have this boon slotted, once 
  per session, you can reroll any skill check made to present a positive view of the Starfinder Society to an NPC. This boon 
  might have repercussions in future scenarios, which you will be told prior to slotting your boons.
  Slayer of Godspawn (Slotless; Limited-Use; Subtiers 9–10 and 11–12 only): You took part in directly confronting the 
  divine herald, Dhurus. By a combination of luck, skill, and the determination of other Starfinders, you managed to 
  survive the encounter. It’s clear that greater deeds await you, and that the hand of destiny rests upon your shoulder. 
  Anytime you would be slain, you can immediately cross this boon off this Chronicle sheet to gain the immediate effects 
  of a 5th-level mystic cure, with a caster level equal to your total level. If you did not complete this scenario in Subtiers 
  9–10 or 11–12, then your GM should cross this boon off your Chronicle sheet.
  Reputation
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 2/SF S02-00 Fate of the Scoured God.pdf