Genetic Templates

Genetic Templates are collections of abilities that can be acquired through the Endogenous Metamorphosis gene therapy (see Bioware Augmentations). Alternatively, with the GM's permission, a player may start play with one of the templates (typically by permanently spending resolve points, as described in each template, although some templates do not require this).

The potential uses of gene therapy are not limited to single special abilities. GMs can simulate just about any combination modification by creating gene therapy templates.

Although gene therapy templates are created by series of endogenous retroviruses, in this case the induced mutations are considered dominant traits. The offspring of anyone who has undergone endogenous metamorphosis will always inherit the gene therapy template of the highest level. Any other endogenous retroviruses will be superseded and overwritten by this template. If the character happens to have a retrovirus or an endogenous retrovirus before they acquire a gene therapy template these earlier retroviruses will be overwritten and nullified by the “good” genes presented in the newly acquired template.

Table: Gene Therapy Templates

Name Level Price Type Source
Uplift varies varies Acquired or endogenous SH:GA:BE
Arctic 5 3,125 Acquired or endogenous SH:GA:BE
High-grav 5 3,200 Acquired or endogenous SH:GA:BE
Low-grav 5 3,200 Acquired or endogenous SH:GA:BE
Nocturnal 5 3,175 Acquired SH:GA:BE
Morphean 7 8,440 Acquired SH:GA:BE
Beta 8 9,850 Acquired SH:GA:BE
Climber 8 9,790 Acquired SH:GA:BE
Amphibious 10 16,750 Acquired SH:GA:BE
Alpha 12 40,125 Acquired SH:GA:BE
Paragon 14 87,950 Acquired SH:GA:BE
Healer 15 135,500 Acquired SH:GA:BE

List of Genetic Templates

Alpha

Therapy Level Price
Standard 12 38,000

“Alpha” is an acquired template that can be added to any creature identifiable by the Life Science skill (referred to hereafter as the character). Alphas are healthier, smarter, and better-looking than typical members of their species. The process used to create alphas is utilized extensively by the wealthy to enhance their own blood lines, and many alphas come from affluent families. The alpha template is generally applied to a character while he is still in the womb, though it may also be applied to an unmodified subject as part of endogenous metamorphosis. A first level character can begin play with the alpha template by permanently spending 1 Resolve point. A character may acquire the alpha template later on by undergoing endogenous metamorphosis and permanently spending 1 Resolve Point.

Alpha Special Qualities

An alpha retains all the special qualities of the character and gains the additional special qualities listed below.

Long-lived (Ex): Once they reach maturity, alphas age slowly, and can live to be twice as old as a typical member of their race. When determining the effects of age on an alpha, double the age range as given on Table 3-1: Vital Statistics in the Starfinder Core Rulebook.

Toxin Resistance (Ex): Due to their hearty constitutions, alphas are better able to shrug off the effects of poison and disease. Alpha characters gain a +4 bonus to saves made to resist the effects of diseases and poisons.

Unstable (Ex): The alpha process is not perfect and many alphas pay the price for their increased longevity, health, and intellect by being less mentally and emotionally stable. Because of this, alpha characters suffer a –2 penalty to all Will saves.

Ability Scores: An alpha gains a +2 racial bonus to their Intelligence and Charisma scores.

Skills: Same as the character’s.

Feats: An alpha gains Great Fortitude and Skill Focus as a bonus feats. The Skill Focus can only be applied to an Intelligence, Wisdom, or Charisma based skill.

Advancement: By character class

Level Adjustment: +0

Amphibious

Therapy Level Price
Standard 10 18,000

“Amphibious” is an acquired template that can be added to any creature identifiable by the Life Science skill (referred to hereafter as the character). The amphibious template allows the character to survive on both land and under water.

A first level character can begin play with the amphibious template by permanently spending 1 Resolve Point. A character may acquire the amphibious template later on by undergoing endogenous metamorphosis and permanently spending 1 Resolve Point.

Amphibious Special Qualities

An amphibian retains all the special qualities of the original character and gains the additional special qualities listed below.

Amphibious (Ex) Amphibians can breathe equally as well in air and water. The character can choose between gills or breathing through their skin. Characters with gills will have visible gill slits on their neck or torso. Any character choosing to breathe through their skin gains a colorful skin pattern (salamander of choice). No matter what the character chooses they must soak an hour per day or take 1 point of Constitution damage, this damage can be healed normally if and when the character meets their soaking requirements.

Sonar (Ex) Amphibians use a form of echo location granting them blindsight with a range of 120 feet while under water only. The character will have an unusually large forehead. This ability does not work above water.

Low-Light Vision (Ex) Amphibians have low-light vision with a range of 60 feet on land and in water. The character’s eyes are slightly larger than normal for their species.

Swim Speed (Ex) Amphibians gain a swim speed of 30 feet. The character grows webbing between their digits.

Skills: Same as the character, with a +2 racial bonus on Perception checks while under water, a +2 racial bonus on Stealth checks while in the water, a +2 racial bonus on Survival checks while under water, and a +4 racial bonus on all Athletic (swim) skill checks. The character suffers a -4 penalty on disguise checks to hide their differences from normal members of their race.

Advancement: By character class or creature type

Level Adjustment: +0

Arctic

Therapy Level Price
Standard 5 3,125

“Arctic” is an acquired template that can be added to any creature identifiable by the Life Science skill (referred to hereafter as the character). Arctics are enhanced for extreme cold weather survivability.

A first level character can begin play with the arctic template. A character may acquire the arctic template later on by undergoing endogenous metamorphosis. Characters which begin play with the arctic template belong to family’s which have resided on ice planets with largely arctic biospheres for at least several generations

Arctic Special Qualities

An arctic retains all the special qualities of the character and gains the additional special qualities listed below.

Snow shoes: Artic characters have slightly oversized feet which spread out significantly while walking. They can ignore the movement penalty for difficult terrain while traveling through heavy snow or icy terrain.

Saves (Ex): Arctic characters take only half damage from any cold damage dealt to them, and suffer a –2 penalty to saving throws against fire damage and spells with the [fire] descriptor. They gain a +5 bonus to Fortitude saves from natural cold dangers, and they are always treated as if wearing cold weather gear. Arctic creatures suffer a –2 penalty to all Fortitude saves against natural heat dangers.

Skills: Arctic character are generally pale with white hair and light blue eyes. They receive a +4 bonus to Stealth and Survival skill checks in snowy and icy conditions.

Advancement: By character class

Level Adjustment: +0

Beta

Therapy Level Price
Standard 12 38,000

“Beta” is an acquired template that can be added to any creature identifiable by the Life Science skill (referred to hereafter as the character). Betas are healthier, stronger, and possess greater Stamina than typical members of their species. The process used to create betas is utilized extensively by mega corporations on the edges of civilized space, in mining colonies, and on hostile worlds to increase the survivability and obedience of their workforce.

The beta template is generally applied to a subject while it is still in the womb, though it may also be applied to an unmodified subject as part of endogenous metamorphosis. A first level character can begin play with the beta template by permanently spending 1 Resolve point. A character may acquire the beta template later on by undergoing endogenous metamorphosis and permanently spending 1 Resolve Point.

Beta Special Qualities

A beta retains all the special qualities of the character and gains the additional special qualities listed below.

Early Development (Ex): A beta reaches adult-hood at 12 years old, but otherwise ages normally.

Toxin Resistance (Ex): Due to their hearty constitutions, betas are better able to shrug off the effects of poison and disease. Beta characters gain a +4 bonus to saves made to resist the effects of diseases and poisons.

Born Follower (Ex): Betas are born followers and do not excel in positions of authority or in rolls which often require life or death decisions. A beta will not act until its leader directs them into action. Even if a beta might succeed on its Perception check to avoid surprise, it will wait until after its leader’s first action to take its own. If the leader is surprised, the beta will continue waiting into the following round forfeiting their action in the surprise round.

A beta must declare who their leader is and will only follow the instructions of another if their leader instructs them to or their leader is incapacitated. If their leader is incapacitated they will naturally follow the instructions of the first friendly character to give them instructions and will follow this character until their leader recovers. If a beta’s leader dies or is removed from play, a beta must declare a new leader, although, this decision isn’t often left up to the beta.

Ability Scores: A beta gains a +2 racial bonus to their Strength and Constitution scores, but must reduce one of their mental scores (Intelligence, Wisdom, or Charisma) by -2.

Feats: Same as the character’s, but may not take improved initiative or any feat that improves their leadership abilities.

Advancement: By character class or creature type

Level Adjustment: +0

Climber

Therapy Level Price
Standard 8 9,500

“Climber” is an acquired template that can be added to any creature identifiable by the Life Science skill (referred to hereafter as the character). The climber template allows a character to climb more adroitly, due in part to increased upper body strength, pedextrous feet, and improved equilibrium. Climbers are common in orbital facilities where low gravity is common.

A first level character can begin play with the climber template by permanently spending 1 Resolve Point. A character may acquire the climber template later on by undergoing endogenous metamorphosis and permanently spending 1 Resolve Point.

Climber Special Qualities

A climber retains all the special qualities of the character and gains the additional special qualities listed below.

Climb Speed (Ex) A climber gains a climb speed of 30 feet. Because a climber’s hand-like feet are more suited to climbing than to running, his base land speed is reduced by 10 feet. Climbers are never considered flat-footed while climbing.

Pedextrous Feet (Ex) A climber’s feet resemble elongated hands, much like the feet of a primate. This extra pair of hands provides a +4 racial bonus to Athletics (Climb) skill checks. Though these feet can be used to hold objects and aid in climbing, they lack the manual dexterity to wield weapons as easily as normal hands. Any attempt to do so incurs a –2 penalty on attack rolls.

Ability Scores: A climber gains a +2 racial bonus to their Strength score.

Skills: Same as the character’s, with a +4 racial bonus on Acrobatics skill checks.

Advancement: By character class or creature type

Level Adjustment: +0

Healer

Therapy Level Price
Standard 15 110,000

“Healer” is an acquired template that can be added to any creature identifiable by the Life Science skill (referred to hereafter as the character). The healer template allows the character to heal wounds at an extraordinary rate.

A first level character can begin play with the healer template by permanently spending 2 Resolve points. A character may acquire the amphibious template later on by undergoing endogenous metamorphosis and permanently spending 2 Resolve points.

Healer Special Qualities

A healer retains all the special qualities of the character and gains the additional special qualities listed below.

Fast Healing (Ex) A healer heals 1 hit point of damage each round (beginning with Stamina damage first). Fast healing stops working when the healer dies due to massive damage or their Constitution score is reduced to 0. The character can increase their fast healing by one point at 9th, 12th, 15th, 18th, and 20th level by permanently spending 1 Resolve point each time. A character is not required to take the increase each time they are eligible and may skip an increase, but they cannot go back to an increase they have previously skipped at a later date. If a character undergoes endogenous metamorphosis they must pay the Resolve points for each stage of fast healing they are eligible for when they gain the template. (i.e. a 15th level character who undergoes endogenous metamorphosis and pays 5 permanent Resolve points gains fast healing 4.)

Massive Damage Threshold (Ex) A healer can take more damage before dying from massive damage. Normally, if a character takes damage from a single attack equal to or greater than their maximum Hit Points while at 0 current HP, the character dies. Killing a healer requires the character to take damage equal to or greater than their maximum Hit Points, plus 1 hit point per character level while at 0 current Hit Points.

Skills: Same as the character, with a +2 racial bonus on any Medicine checks made to treat himself or herself.

Advancement: By character class or creature type

Level Adjustment: +0

High-Grav

Therapy Level Price
Standard 5 3,200

“High-Grav” is an acquired template that can be added to any creature identifiable by the Life Science skill (referred to hereafter as the character). The high-grav template allows a character to withstand the physical strains caused by high gravity environments.

A first level character can begin play with the high-grav template. A character may acquire the high-grav template later on by undergoing endogenous metamorphosis.

Characters which begin play with the high-gravity template belong to family’s which have resided on planets with high gravity for at least several generations

High-Grav Special Qualities

A high-grav retains all the special qualities of the character and gains the additional special qualities listed below.

Short and Stout A high-grav is generally 10% shorter and two hands wider than average members of their race while their weight remains unchanged.

Ability Scores A high-grav’s ability scores change as follows; +2 Strength, +2 Constitution, and -4 Dexterity

Endurance (Ex) A high-grav gains a +2 bonus on the following checks and saves: Athletics (swim) checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running, avoid nonlethal damage from a forced march, to hold its breath, to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments, and to resist damage from suffocation.

Clumsy A high-grav suffers a -2 racial penalty on Acrobatics skill checks

Effects of Gravity A high-grav treats standard gravity, low gravity, and zero gravity normally. It doesn’t begin feeling the effects of high gravity until it reaches four times as strong as standard gravity, and begins feeling the effects of extreme gravity at eight times the force of standard gravity.

Special A character born as a high-grav can undergo endogenous metamorphosis for the low-grav template which effectively removes the high-grav template. They effectively become a standard member of their race. Undergoing the procedure, a second or third time causes no further change.

Advancement: By character class or creature type

Level Adjustment: +0

Low-Grav

Therapy Level Price
Standard 5 3,200

“Low-Grav” is an acquired template that can be added to any creature identifiable by the Life Science skill (referred to hereafter as the character). Their muscular structure and bone mass are less developed than those living on standard gravity worlds, but they exhibit more precise control over the muscles they do have.

A first level character can begin play with the low-grav template. A character may acquire the low-grav template later on by undergoing endogenous metamorphosis.

Characters which begin play with the low-gravity template belong to family’s which have been stationed on small planets, moons, and asteroids for generation.

Low-Grav Special Qualities

A low-grav retains all the special qualities of the character and gains the additional special qualities listed below.

Tall and Lean A low-grav is generally 10% taller and thinner than standard members of their race, but their weight remains largely unchanged.

Ability Scores A low-grav’s ability scores change as follows; -2 Strength, -2 Constitution, and +4 Dexterity.

Low Endurance (Ex) A low-grav suffers a -2 penalty on the following checks and saves: Athletics (swim) checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running, to avoid nonlethal damage from a forced march, to hold its breath, to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments, and to resist damage from suffocation.

Nimble A high-grav gains a +2 racial bonus on Acrobatics skill checks

Effects of Gravity A low-grav treats standard gravity (up to 1 G), low gravity, and zero gravity normally. They begin feeling the effects of high gravity when local gravity exceeds 1G, and they begin feeling the effects of extreme gravity at only three times the force of standard gravity.

On Center A low-grav gains a + 4 bonus to any saving throw to avoid gaining the off-kilter conditions or a +2 bonus to their KAC against any combat maneuver that would result in the off kilter condition.

Special A character born as a low-grav can undergo endogenous metamorphosis for the high-grav template. This effectively removes the low-grav template and the character becomes a standard member of their race. Undergoing the procedure, a second or third time causes no further change.

Advancement: By character class or creature type

Level Adjustment: +0

Morphean

Therapy Level Price
Standard 7 7,000

“Morphean” is an acquired template that can be added to any creature identifiable by the Life Science skill (referred to hereafter as the character). The morphean template allows the character to go for long periods without sleep and still function normally. It also allows the character to enter into a sleeplike trance that lasts for many days without suffering the effects of dehydration or starvation.

A first level character can begin play with the morphean template by permanently spending 1 Resolve Point. A character may acquire the morphean template later on by undergoing endogenous metamorphosis and permanently spending 1 Resolve point.

Morphean Special Qualities

A morphean retains all the special qualities of the character and gains the additional special qualities listed below.

Hibernate (Ex): A morphean can enter into a sleeplike state that lasts for an extended period. While in this state, the it does not suffer the effects of dehydration or starvation. Hibernation can last up to a number of days equal to twice the character’s Constitution. The morphean decides how long the hibernation will last before entering into the sleeplike state. If outside forces disturb or try to awaken the character, the morphean must succeed at a Will saving throw (DC 10 + number of days hibernation was ended early) to end the hibernation prematurely without penalty. If the morphean fails the saving throw they are staggered for 2d6 minutes.

Sleepless (Ex): The morphean does not suffer the detrimental effects of sleep deprivation. Once per day, the morphean can spend 10 minutes meditating and receive all the benefits of a full 8 hours of sleep. However, morpheans cannot go indefinitely without sleep. Once every 30 days, the character must get 2 full days of uninterrupted sleep or hibernation. If the morphean fails to meet this requirement they gain the fatigued condition until the requirements are met.

Saving Throws: A morphean gains a +2 racial bonus on all Will saving throws.

Advancement: By character class or creature type

Level Adjustment: +0.

Nocturnal

Therapy Level Price
Standard 5 3,175

“Nocturnal” is an acquired template that can be added to any creature identifiable by the Life Science skill (referred to hereafter as the character). The nocturnal template allows the character to function in darkness the way normal humans do in the light.

A first level character can begin play with the nocturnal template by permanently spending 1 Resolve Point. A character may acquire the nocturnal template later on by undergoing endogenous metamorphosis and permanently spending 1 Resolve point.

Nocturnal Special Qualities

A nocturnal retains all the special qualities of the character and gains the additional special qualities listed below.

Darkvision (Ex): Nocturnals have darkvision with a range of 60 feet.

Light Sensitivity (Ex): Nocturnals are blinded by sunlight, flashlights, fluorescent lights, halogen lamps, and other sources of bright illumination. They can counter the blindness and see normally by wearing dark sunglasses or tinted visors.

Skills: Same as the character, with a +2 racial bonus on Perception and Stealth checks in dim light or darkness.

Feats: Nocturnals gain Blind-Fight as a bonus feat.

Advancement: By character class or creature type

Level Adjustment: +0.

Paragon

Therapy Level Price
Standard 14 87,950

“Paragon” is an acquired template that can be added to any creature identifiable by the Life Science skill (referred to hereafter as the character). Paragons stand out as almost a completely different race, yet they’re based in the very gene pool that produces all members of their species. Paragons are, on average, almost a foot taller than other members of their race. They are stronger and more durable, with the physiology of a seasoned and well-trained athlete.

Almost all paragons are in peak physical condition; their bodies process food and liquids more efficiently. Paragons also possess a more pronounced bone structure, giving them a somewhat more angular look than others of their kind.

A first level character can begin play with the paragon template by permanently spending 2 Resolve Points. A character may acquire the paragon template later on by undergoing endogenous metamorphosis and permanently spending 2 Resolve points.

Paragon Special Qualities

Base Speed Increase Paragon base speed is increased by 10 feet.

Resilient Paragons gain a +2 racial bonus to all Fortitude saves due to their superior physiology.

Ability Scores A paragon’s ability scores change as follows: +2 Strength, +2 Constitution

Advancement: By character class or creature type.

Level Adjustment: +0.

Uplift

Therapy Level Price
Standard varies varies

Many ancient spacefaring cultures and a few modern one’s practice uplift. Some theoretical scientists suggest that all sentient races once went through an uplift process. Uplift recipients often turn to biotech, nanotech, and cybernetics to further augment themselves. “Uplift” is an acquired template that can be added to any animal, plant, or vermin with an Intelligence score of 2 or a -4 Intelligence ability modifier (referred to hereafter as the base creature). It uses all the base creature’s statistics and special abilities except as noted here. With your game master’s permission, a player may choose an uplifted species as a character race. Not enough can really be said about having opposable thumbs.

The uplift template gives the base creature the gift of sentience. The base creature can begin play with the uplift template or acquire the uplifted template by undergoing endogenous metamorphosis. The cost of uplift in Resolve points varies by base species. Any creature with a CR less than one does not require a character to pay a Resolve point, otherwise a character would pay 1 resolve point per CR of the base creature. Any creature selected by a player for uplift must be approved by the GM.

When calculating the item level and price of Uplift, the item level of uplift equals 10 + the target creatures CR. Reference the Table: Uplift Pricing below for expenditures. A player wishing to play an uplifted species as a character race may have to pay a number of permanent Resolve Points to qualify for the race.

Table: Uplift Pricing
Item Level Price Resolve Points
10 19,995 0
11 24,995 0
12 35,995 1
13 49,995 2
14 71,995 3
15 124,995 4

Uplift Special Qualities

An uplifted retains all the special qualities of the base creature and gains the additional special qualities listed below.

Ability Scores Due to the almost limitless possibilities of creatures available for uplift, it is assumed that endogenous metamorphosis impairs some of the base creature’s physical abilities while enhancing its intelligence. Unlike most character races which have set bonuses and penalties to ability scores uplifted creatures have variable bonuses based on the base creature. An uplifted creature receives a +3 bonus to one ability score and a +2 bonus to a second ability score, but also receives a – 3 penalty to a single ability score. Although in many cases this tempers the physical attributes of the base creature it provides game balance for their increased mental capacity.

Player’s and GMs should attempt to assign the bonuses and the penalty to the uplifted creature according to the base creature’s strengths and weaknesses.

Hands (Ex) Any creature with forelimbs that undergoes uplift may select to have their feet, paws, or flippers upgraded to hands. This does not increase the number of digits but simply elongates existing digits into figures and positions a pair of opposable thumbs. To gain this special quality the sponsor must pay an additional 5% of the base cost. Primates are not required to pay this cost.

Hips (Ex) Any creature with legs that undergoes uplift may select to have their hips (or similar structures) enhanced, allowing them to walk upright. Any creature that walks upright gains a minimum land speed of 20ft. Any uplifted quadruped or like creature attempting to walk upright without hips has their base speed reduces by 15 ft. (to a minimum of 10 ft.). To gain this special quality the sponsor must pay an additional 5% of the base cost.

Humanoid (Ex) Most animals, plants, and vermin gain the humanoid type if they select hands and hips. This allows the uplifted creature to wear armor and other equipment common to humanoids of their size.

Racial Hit Points: An uplifted creature begins play with 8 hit points multiplied by its CR value rounding down in the case of a fraction. Examples: A CR 1/3 creature would begin play with 2 Hit Points (minimum of 2 Hit Points) or a CR 2 creature would begin play with 16 racial Hit Points.

Speech (Ex) The uplifted are also given the gift of speech and can learn as many languages as their intelligence allows. Endogenous metamorphosis genetically alters the base creature’s throat or creates one allowing the uplifted creature the capability of speech.

Skills: Same class skills as the base creature

Feats: Same bonus feats as the base creature

Advancement: By character class

Level Adjustment: +0.

Sample Uplift Races

Uplifted Black Bear
Uplifted Orangutan
Uplifted Platypus

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