Starfinder Adventure Path: Splintered Worlds (Dead Suns 3 of 6)

***½( ) (based on 3 ratings)
Starfinder Adventure Path: Splintered Worlds (Dead Suns 3 of 6)

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To Live and Die on Eox

Tracking the Cult of the Devourer, the heroes travel to the asteroid belt called the Diaspora, but they must face space pirates and other treacherous dangers of the asteroid field to find the cult's hidden command post. What the heroes learn in the Field of the Lost takes them to the dead world of Eox, where they must survive both the undead inhabitants of the planet and clandestine agents of the officially disavowed Corpse Fleet. Only then do the heroes learn that the Devourer cult is headed for a distant star system in search of clues to the location of an alien superweapon!

This volume of Starfinder Adventure Path continues the Dead Suns Adventure Path and includes:

  • "Splintered Worlds," a Starfinder adventure for 5th-level characters, by Amanda Hamon Kunz.
  • A gazetteer of Eox, the planet of the dead, including rules for disturbing necromantic augmentations called necrografts, by Owen K.C. Stephens.
  • Details on the exiled Corpse Fleet, the rogue undead navy of Eox, including new necrotech armor and weapons and additional Corpse Fleet starships, by Thurston Hillman.
  • An archive of strange new alien creatures, both living and undead, by Amanda Hamon Kunz and Owen K.C. Stephens.
  • Statistics and deck plans for a new starship, by Amanda Hamon Kunz, plus a rogue planet that hosts a secret Corpse Fleet base in the Codex of Worlds, by Jason Keeley.

ISBN-13: 978-1-60125-995-0

Starfinder Society Roleplaying Guild Sanctioned Content
Splintered Worlds is sanctioned for use in Starfinder Society Roleplaying Guild.

Download the Dead Suns Adventure Path rules and Chronicle sheets — (427 kb zip/PDF)

Note: This product is part of the Starfinder Adventure Path Subscription.

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***½( ) (based on 3 ratings)

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Great if you like the planet onther wise....

****( )

It's not bad and is great if like me you like eox onther wise its not amazing, the astrode dungeon on disporia is merly passable, but it picks up on the planet eox wich has lots of flavour and really makesthe advenchure fun. Dealing with netrul undead is cool. So if you like that planet id say a solid 4 ontherwise maybe skip this one


Quite a few problems

**( )( )( )

Based on my thoughts GMing at my local gaming store for an SFS game using the “home game” rules…

I really wanted to like this installment of the Dead Suns adventure path a lot. And, to the volume’s credit, the combats near the end of the book were very memorable and gave the book a pretty epic feel. However, there were enough things that either the AP didn’t cover or that seemingly went against expectations for how everything else should work in the Starfinder setting that I was constantly being pulled out of the AP to fill in gaps for, frankly, confusing or poorly thought out story development. I ended up giving this two stars because it felt like the story created a lot of world-building gaps unnecessarily and then didn’t do anything to fill them in. A lot of this is captured by user Steel_Wind’s comments in the “Splintered Worlds (GM Reference)” in the Starfinder Adventure Path / Dead Suns forum (with spoilers), too.

Part I

Spoiler:
The trip to, and activity on, the asteroid work well enough, but the asteroid itself has some problems. According to pg. 7 of the book, Asteroid K9204 “is less than a mile in diameter” but somehow “is dense enough to provide low gravity (Starfinder Core Rulebook 402) and is enveloped with a thin atmosphere (Core Rulebook 396).” Huh? I know Starfinder physics aren’t real world physics, but this seems quite a stretch from any reasonable understanding of how normal asteroids in space are supposed to work. As a player or GM playing in a “science fantasy” setting, sure we can handwave it off as “magic asteroid”, but when people envision an asteroid less than a mile in diameter they don’t (or shouldn’t) think that the asteroid will have an atmosphere. And, while I acknowledge there’s a literal river running through the Diaspora and that doesn’t make any sense either, having some sort of explanation other than “magic” aka “that’s just the way it is” for the PCs when they ask about why an asteroid is a certain way that runs counter to how “real” asteroids function practically 100% of the time.

Part II

Spoiler:
A few issues from this part. First, after descending into the Cultist’s base, the PCs encounter a mind spores trap. No big deal – the PCs should have their armor’s environmental protection up, per pg. 196 of the core rulebook, and the spores harmlessly bounce off, (Temple of the Twelve spoiler) just like they did in part II of the AP back on Castrovel (/Temple of the Twelve spoiler). Oh, but wait, (pg. 12) “Any environmental protections from a creature’s armor do nothing to avoid this trap’s effects, since it’s specifically designed to penetrate breathing apparatuses.” Huh? Going back to pg. 196 of the core rulebook, while some armor uses airtight seals, other armors create “minor force field specially attuned to pressure and temperature that does not reduce damage from attacks”. Also, given that armor is supposed to protect the wearer in areas that completely lack an atmosphere, it’s not like whatever the PC is breathing through is filtering the outside air (or lack thereof) – it seems like it should be creating a breathable atmosphere (like the spell life bubble) without having to filter anything. This is a much longer than needed explanation for effectively stating it seems like the author/editor made up a trap and ignored reasons why it wouldn’t work “because plot”. Now PCs have an in-character expectation that there armor will work against environmental hazards, except when it (seemingly arbitrarily) doesn’t, without any real explanation. And there’s an easy solution: just make it a trap (any kind of trap) that doesn’t rely on spores.

Spoiler:
Issue #2 with part II: the moving laser wall in B3 is, I believe, the first official instance of what is effectively a critical failure being included in a Paizo published Starfinder product. If the PC rolls a natural 1 on their save, not only do they fail the initial save but have to make a secondary save that, if they fail, causes them to suffer 20d6 fire damage at level 5. Once more: huh? No other trap in the (albeit short) history of Starfinder functions this way. No other trap effectively kills a PC if they roll a natural 1 on a save (and fail a follow on save) vs failing a save normally. For something like less than 5% of the PCs playing the adventure path, though, congratulations, your character is now dead because a trap functioned, frankly, like no other trap in Starfinder functions with no explanation and no reason given. This isn’t fun for the players (or for the GM to try to explain), this isn’t creative or “different. This is the type of thing I’d expect to find in a poorly edited scenario and is beneath Paizo’s usual high standard of writing/editing in official publications.

Spoiler:
I also wasn’t a huge fan of how the module (on pg. 18) expects the PCs to make plans on the asteroid for how to follow the cult, about which the module says “the PCs have no way of
knowing where the cultists fled or who exactly deleted the name of their destination…” And then, thank goodness, the Corpse Fleeting sitting in orbit attacks them so they know they’re back on the right path. While it’s challenging for the PCs to figure out the Corpse Fleet is probably behind all this from the limited clues left in the base, if it’s supposed to be hard then let it be hard. Creating a situation where the PCs are plausibly supposed to think they failed before being “rescued” by the story having the bad guys attack them or Chiskisk call in to tell them to go to Eox seems very railroad-y, and takes the feelings of success (or failure – because it wasn’t a real failure) away from the PCs because apparently their actions to determine what happened to the cultists or the data didn’t really matter.

Part III

Spoiler:
First, the good. Eox is really, really cool. Waneda Trux was one of my favorite characters to roleplay as a GM – although the PCs didn’t go back to her as much as I had hoped for. Third, the last three combats in Part III, particularly the ellicoth, were very good. But, like the first two parts, this part had some problems. In no particular order – first, there isn’t a word about what the PCs can find if they do an Eoxian planetary infosphere search on the Corpse Fleet or hubs of Corpse Fleet supporters in The Splice. Other than simply telling the PCs “you don’t find anything” no matter how high they roll (which is unsatisfying), the module offers no clues as to if/how connected the Corpse Fleet is online with recruiting potential supporters (which the PCs wanted to pose as to gain information).

[spoiler] Second, the PCs managed to capture one of the three ghouls ransacking Gretal’s apartment in area F (pg. 27-28), but the scenario doesn’t give any information on what they know or how they know it regarding Gretal’s report to the Ministry of Eternal Vigilance. Is there a leak somewhere? Where? How were the ghouls contacted? By whom? Great questions my PCs asked that I had absolutely no answers to.

Spoiler:
Third, we know from pg. 21 that “Captain Vesh also stole synthetic flesh from the vats at Fleshworn Fabrications, left an obvious Corpse Fleet badge at the scene of the crime, and sprinkled some of Xerantha’s shed osteoderms into the empty vat for good measure.” But when the PCs go to area G to investigate the meat theft and ask to look at the security camera footage – the scenario makes no mention of any security cameras. The scenario does mention, on pg. 29, that PCs climbing the fence or flying into the facility causes “motion sensors (to) set off an alarm throughout the factory if anyone attempts to bypass the gates in this manner.” So how did Captain Vesh get in to steal the synthetic flesh and plant the evidence? It isn’t clear.

Spoiler:
And, lastly (and probably least), there’s no reason given why the PCs couldn’t buy or rent a flying vehicle (examples on pg. 229 of the core rulebook) to travel out to Xerantha’s place, which makes the final encounter a bit difficult.

All in all, there’s a lot above that lists what’s wrong with this part of the AP. While most of my reviews of the SFS scenarios/Starfinder APs aren’t this negative, I felt like this one consistently missed the mark on explaining why things were the way they were or filling in very notable gaps that the PCs could be expected to take during their various investigations. Once everybody agreed to stay on the railroad tracks, not ask too many questions, and “go with it” my group still had a good time, but I was really hoping for more (and felt like I got more out of Parts 1 and 2 of the Dead Suns AP). Hoping for better things from Part 4.


100% Eoxian Flavor

****( )

This is a pretty great adventure, especially if you, like me, were curious about the planet Eox. The undead-ruled planet is, to my mind, one of the more original worlds that Paizo has come up with and I was super glad to see it fleshed out, so to speak, in this AP. The blerb about it in the back of the book is fun and engaging with plenty of ideas for plot hooks and characters, and some of the in-adventure locations mix senses of the amusing amd the macabre, which is loads of fun. Necrografts are a bit different than most augments, and I'm hoping that their inclusion in the game means we'll be seeing more exotic augmentation options down the line, perhaps also cribbed from Pathfinder products, like demonic implants, fleshcrafting, elemental implants, or nanotech.
The Corpse Fleet's background is a little bare-bones, but it easily makes up for a smaller-than-average description of its background with new weapons and armor, some, though not all, of which will be useful to players as loot.

The adventure's one real weakness is its beginning. It feels like the beginning section, which I won't go into too much detail about, was sort of tacked on with no real reason. Honestly I think it would have made this particular adventure stronger to simply have the entire thing take place on Eox to let the players get a more in-depth feel for the culture.

That being said though, this is another awesome adventure. As always my biggest regret is that these things aren't longer so we get more goodies to read. A solid four stars, easily edged to five.


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Paizo Employee Community & Digital Content Director

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Announced for December! Image and description are provisional and subject to change prior to release.

Paizo Employee Developer

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SO EXCITED that this is announced!

We are going to the undead planet, folks (among other places).

Paizo Employee Pathfinder Society Lead Developer

1 person marked this as a favorite.

Exciting!


I'm just looking forward to seeing more about the Bone Lords of Eox myself. :)


Pathfinder Roleplaying Game Subscriber

Dot.

Liberty's Edge

2 people marked this as a favorite.
Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber

Man, even when we TOOK THEIR GOD AWAY AND WON'T TELL ANYONE WHERE HE IS these darn cultists won't sit down and be quiet, noooooo....


Pathfinder Adventure Path, Campaign Setting, Card Game, Class Deck, Maps, Modules, Pawns, Roleplaying Game, Tales Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Legends Subscriber; Starfinder Charter Superscriber

The levelling in Starfinder APs seems it will be a little slower than in PF ones.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

That, or Starfinder isn't a 20-level game.


Pathfinder Adventure Path, Campaign Setting, Card Game, Class Deck, Maps, Modules, Pawns, Roleplaying Game, Tales Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Legends Subscriber; Starfinder Charter Superscriber

I think I read somewhere that it is. Erik (I think) said that they toyed with the idea of capping it lower, but eventually decided it wasn't worth the effort in changing such a fundamental assumption.

EDIT: I'm not only paraphrasing but also extrapolating there with respect to the reasons behind the decision. I'm sure I read somewhere that the levels would go from 1-20 though.


Pathfinder Companion, Roleplaying Game Subscriber
Steve Geddes wrote:
The levelling in Starfinder APs seems it will be a little slower than in PF ones.

Well, the books are also shorter. They're just getting started up.

Lantern Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber
QuidEst wrote:
Steve Geddes wrote:
The levelling in Starfinder APs seems it will be a little slower than in PF ones.
Well, the books are also shorter. They're just getting started up.

Exactly. I think the progression is just slower because these adventures are shorter than Pathfinder APs.


1 person marked this as a favorite.
Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

It sounds like part four might be our first trip out of the solar system! Excited to see how a long jaunt in the drift plays!


Pathfinder Adventure Path, Campaign Setting, Card Game, Class Deck, Maps, Modules, Pawns, Roleplaying Game, Tales Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Legends Subscriber; Starfinder Charter Superscriber
QuidEst wrote:
Steve Geddes wrote:
The levelling in Starfinder APs seems it will be a little slower than in PF ones.
Well, the books are also shorter. They're just getting started up.

Do you have an announcement providing the breakdown of pagecount somewhere you could point me to?

I had assumed they were going to follow the same format as PF APs now that the fiction has been removed from the latter. I'm not terribly good at finding that kind of information though. :/

Lantern Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber
Steve Geddes wrote:
QuidEst wrote:
Steve Geddes wrote:
The levelling in Starfinder APs seems it will be a little slower than in PF ones.
Well, the books are also shorter. They're just getting started up.

Do you have an announcement providing the breakdown of pagecount somewhere you could point me to?

I had assumed they were going to follow the same format as PF APs now that the fiction has been removed from the latter. I'm not terribly good at finding that kind of information though. :/

How about the last sentence of the last paragraph in the product description above on this very page that says, "Each 64-page volume of the Starfinder Adventure Path also contains in-depth articles that detail and expand the Starfinder campaign setting and provide new rules, a host of exciting new monsters and alien races, a new planet to explore and starship to pilot, and more!"

Personally, I'm half-deaf more often than I am blind, but I understand how it can be sometimes. :)


Pathfinder Adventure Path, Campaign Setting, Card Game, Class Deck, Maps, Modules, Pawns, Roleplaying Game, Tales Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Legends Subscriber; Starfinder Charter Superscriber

Ah, yeah. I told you I wasn't good at finding information!

Cheers.

EDIT: Actually, I think I read that and my brain just forgot that the PF APs are 96 pages. I thought QuidEst was suggesting the backmatter/adventure breakdown was different. Appreciate the direction. Thanks. :)


96 pages for 24.99
64 pages for 22.99

ouch


Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Card Game, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Tales Subscriber; Pathfinder Comics Subscriber

This chapter sounds like a TON of fun!

Liberty's Edge

Strange for there to be no official cover art so close to a release.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Surely they will update December releases this week. :-)

Liberty's Edge

It's a November release according to the store page.


Pathfinder Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber
Tarpeius wrote:
It's a November release according to the store page.

November pre-order just means that the order auths will run near the end of November. The PDF/street date will probably be around the middle of December.

Paizo Employee Community & Digital Content Director

Updated with final image and description!

Liberty's Edge

o_O

Damn, that was worth the wait. Awesome art!


Necrotech and necrografts. For those who want to be even more dead-ly. ;)

Starfinder Society Developer

I got a chance to check out the art on my article last week... I think I like some of these ships more than the already beautiful(ly horrific) Eoxian ships! :D

Dark Archive

Damn you for putting an "Ellicoth" on the cover!
I love these (magical) beasts, but at gargantuan size they are too big for a pawn and there are no similiar looking miniatures as stand-ins either! ;-(


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

So, necrografts. Do you think they're just cybernetics/biotech with some flavor, or will they have some unique rules?


Wasn't expecting a living eoxian, despite knowing they were in the game. Wow. interesting art.

Dark Archive

So, who has the pdf and is willing to share info? ;-)

Dark Archive

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Well I have it, so if you have questions sure ask them


Pathfinder Starfinder Roleplaying Game Subscriber
CorvusMask wrote:
Well I have it, so if you have questions sure ask them

What're the player options available in the AP? Also, any chance of more specific animate dead rules?

Dark Archive

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

This is adventure module not a player book, so not much honestly. What it does have is necrocraft, elebrian stats and equipment/ships used by corpsefleet which could be looted/used/bought by players as well I suppose.


Pathfinder Starfinder Roleplaying Game Subscriber
CorvusMask wrote:
This is adventure module not a player book, so not much honestly. What it does have is necrocraft, elebrian stats and equipment/ships used by corpsefleet which could be looted/used/bought by players as well I suppose.

What are living elebrians like? (I really want them to have racials that help them with necromancy or something similar).

Dark Archive

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Well they have +2 con and int -2 wisdom, but otherwise they aren't necromantic species, just really knowledgeable one. They have ability to find weaknesses in creatures(as full action can do attack that adds half their level to damage once per creature) and can attempt knowledge skill checks untrained and take 20 in them with 2 minutes of time. So basically, 2 minutes and elebrians never need to google to find any information they want.

Dark Archive

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

So one thing that really annoys me so far:

Spoiler:
I still have no idea what Ambassador Nor's package was about. Book still doesn't explain why he wanted "content" of the package smuggled, while I can understand that PCs don't know that, as GM I still wouldn't know at this point what the heck it is about. At this point I have no idea if the AP will ever explain it and once I have all six parts, it is annoying to have to check later books to confirm something for earlier books.

Also, little bit annoyed by encounters were someone is mind controlled but no explanation is given what happens if pcs break the mind control or avoid killing the mind controlled guy :P Seriously, its annoying when book as written just assumes players kill someone under control or have no chance of noticing it.


Wait, even after this book we STILL don't know

Spoiler:
what Nor's plan with the package is? Not gonna lie, I think that's pretty frustrating, because I feel like that is something that should've been clear since book 1. RPing the guy without knowing his motivations is less than ideal.

Dark Archive

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Yeah. I can guess that

Spoiler:
hes not allied with Corpsefleet(despite being his alignment) since he does help out PCs if he is still on good term with them, but beyond that? Yeah no clue at all. Heck I think its bit contradictory since Corpsefleet apparently did know about the package and it is mentioned in this book as well as point were they took notice of PCs.


The only thing I can think of is that

Dead Suns Spoilers:
The soldier in the package is a deserter of the Corpse Fleet trying to get into Absalom Station to trade information for a new life, or something like that. The Corpse Fleet's aggressive attempts to retrieve her are in stark contrast with her own wishes, which to me confirms that her current actions go against the Fleet.

Dark Archive

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Yeah, thats what it is seeming like to me, but as we just discussed, since its not actually confirmed to GM in any of three books, thats just guessing and even if answer is in one of three final books, its completely plausible for gm to have forgotten it and make wrong guess when they run the session since the answer isn't anywhere in early books. I mean, I wouldn't be surprised if it turns out it was actually for nefarious reasons and players dun goofed if

Spoiler:
they didn't smuggle the package.

(I do get it that from player point of view, they aren't supposed to find out so they don't know whether they did right thing or not, it is decision that has consequences for them later on line either way. But GM still should know what kind of motivation character they are roleplaying has <_<)


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Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I agree wholeheartedly with Corvus Mask, I would expect my players to try to find out more about this during this part of the AP and knowing the truth would be really helpful for the GM. I have no idea what reason there is for not having revealed this piece of information yet.

Dark Archive

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

More annoying to me, its actually almost addressed

Spoiler:
<_< The ghoul contact pcs have in Eox has example question to her about the package and her reply is pretty much "How the heck I would know?" Like at this point it feels almost intentional that they avoid telling GM why


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Spoiler tags please!

Dark Archive

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Hmm, I don't think anybody said anything really spoilery out of tags, but ok trying to remember that in future.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

If you don't want to be bothered with spoiler tags, take it to the GM reference threads.

Dark Archive

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

So product criticism shouldn't be expressed in product thread? Anyway, someone should really sticky those Dead Sun GM reference threads


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Criticism is fine, but if it involves the adventure or previous adventures it should be done with spoiler tags.

Paizo Employee Customer Service Manager

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Added some spoiler tags. For the product discussion thread, if its spelling out plot points, its probably better to use spoiler tags and be safe. Thanks.


Who wants to tell poor boy (yours truly) about them critters in the alien archive? And that new planet would be nice to hear about to. As always, you have my gratitude.

Dark Archive

Could one of the developers (@Thurston Hillman or @John Compton etc) please answer if the above discussed spoiler from book 1 will be revealed in book 4, 5 or 6 and if yes in which one?

If not, how would you handle the situation as a GM?

Thank you! :-)

@CoruvusMask or others who have the pdf:

1. Which necrografts are in the book and what do they roughly do?

2. What are the additional Corpse Fleet starships (name, size & tier)?

3. What is the new starship on the inside covers?

4. Some details on the rogue planet that hosts a secret Corpse Fleet base?

Thank you all.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Steven "Troll" O'Neal wrote:
Who wants to tell poor boy (yours truly) about them critters in the alien archive? And that new planet would be nice to hear about to. As always, you have my gratitude.

Aside from the playable elebrians, we get a gaggle of undead creatures (some expected, some exotic) that all come with template grafts, so you can convert any humanoid to them. We also get a couple more general monster-creatures that work well in many environments and have some interesting mind-control powers.

The new planet, Barrow, is a rouge planet (does not orbit a star) out in the Vast with a huge Corpse Fleet base/shipyard. At one point they tried to put planet-sized thrusters on it, but they blew a chunk off by accident.

Marco Massoudi wrote:
Which necrografts are in the book and what do they roughly do?

Necrografts are a new type of augmentation. There are some unique necrografts (I'll get to those in a bit), but the neatest thing about them is that you can get any cybernetic or biotech as a necrograft instead for just 90% of the cost. The catch? You pick up the necrograft subtype, which makes you vulnerable to spells and other effects that target undead.

All the necrograft-only augmentations come in mk 1 - mk 5, which span item levels 1 - 20. They include things like environmental protection, hidden natural weapons, and the ability to inflict status conditions or diseases on enemies. There's some other neat stuff as well.

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