Browse the rules by chapter

37 rules

Name ▲ Page Description
Classes Your character’s class represents her field of expertise, whether she’s a battle-hardened soldier or a technomancer bending the laws of physics.
Envoy You make your way in the universe with a charming smile, quick wit, and keen sense of self-preservation, and excel at getting others to do what you want.
Envoy Improvisations You learn your first envoy improvisation at 1st level and an additional improvisation at 2nd level and every 2 levels thereafter.
Expertise Talents You gain an expertise talent at 3rd level and every 4 levels thereafter.
Mechanic You are a master of machines, from advanced supercomputers to simple magnetic engines.
Mechanic Tricks You learn your first mechanic trick at 2nd level and an additional trick every 2 levels thereafter. Mechanic tricks all require you to meet a minimum mechanic level, and they are organized accordingly.
Drones If you choose the drone option for your artificial intelligence, you begin play with a robotic drone that you design. See Building Your Drone below for instructions on creating your drone.
Basic Mods You can choose any of the mods on the basic mod list whenever your drone gains a new mod. Unless otherwise specified, you cannot install a single mod more than once.
Advanced Mods You must be 11th level or higher to choose these mods.
Exocortex Your exocortex grants you all of the following abilities as you advance in level.
Mystic You understand that what most people call magic is simply an expression of the innate connection between all things, and you intuitively tap into this unseen power to create strange effects.
Mystic Spell List Spell Name | Summary :---|:--- _Daze_ | Humanoid creature of CR 3 or lower is dazed.
Connections The following represent the most common mystic connections. See page 83 for more information on the connection class feature.
Operative You’re a shadow. You move swiftly, strike suddenly, and always have an escape plan.
Operative Specializations The following are some common operative specializations.
Operative Exploits You learn your first operative exploit at 2nd level, and an additional exploit every 2 levels thereafter. Operative exploits require you to have a minimum operative level, and they are organized accordingly.
Solarian The stars guide the planets with gravity, create life with light and heat, and utterly consume worlds in supernovas and black holes.
Stellar Revelations You learn your first stellar revelations (black hole and supernova) at 1st level, and learn an additional revelation at 2nd level and every 2 levels thereafter.
Soldier Conflict is an inevitable result of life. On every world that harbors complex living organisms, creatures battle one another for dominance, resources, territory, or ideals.
Fighting Styles
Arcane Assailant The arcane assailant fighting style supplements its combat effectiveness with magic powers, drawing on traditions of warrior-wizards dating back to well before the Gap.
Armor Storm The armor storm fighting style focuses on using armor as a weapon by maximizing the damage of armor-based weapons while withstanding enemy fire.
Blitz The blitz fighting style is all about using speed and aggression to get into the thick of melee.
Bombard The bombard fighting style emphasizes attacking multiple targets, often using grenades, and leverages substantial physical strength to control large weapons with significant recoil.
Guard The guard fighting style focuses on defense. You become adept at wearing armor, protecting against attacks, and enduring damage and other setbacks from attacks that get through your defenses.
Hit-and-Run The hit-and-run fighting style focuses on tactical movement as you move in and out of combat. You use ranged weapons but fight close up, and you can even mix ranged and melee attacks.
Sharpshoot The sharpshoot fighting style enables you to excel at making accurate attacks, usually with ranged weapons at a long distance.
Technomancer To the uninitiated, magic and technology are completely unrelated, but you know there are more correlations between the two than most suspect.
Technomancer Spell List Spell Name | Summary :---|:--- _Dancing Lights_ | Create and direct up to four lights. _Daze_ | Humanoid creature of CR 3 or lower is dazed.
Magic Hacks You learn your first magic hack at 2nd level and an additional hack every 3 levels thereafter. Magic hacks require you to be a certain level and are organized accordingly.
Classes 56Your character’s class represents her field of expertise, whether she’s a battle-hardened soldier or a technomancer bending the laws of physics.
Overview 58Each class entry begins by describing a stereotypical member of the class and suggesting a number of ways your character might use her abilities during an adventure.
Class Features 59Each of your class features is detailed in the remainder of the class description.
Archetypes 126From the cunning operative to the deadly soldier, each core class in the Starfinder Roleplaying Game draws upon a central idea common to many characters found in science fantasy settings.
Gaining an Archetype 126You can gain an archetype when you achieve a new class level in an eligible class matching the earliest level for which the archetype offers an alternate class feature.
Alternate Class Features 126An archetype grants alternate class features that replace or alter class features normally granted by your class at one or more levels.
Other Considerations 126While having an archetype may represent your training with or membership in a specific faction, having the archetype is generally not required for you to be considered part of a faction.