Browse the rules by chapter

89 rules

Name ▲ Page Description Chapter
Equipment It’s a dangerous galaxy, and a smart explorer knows that the difference between success and failure—or even life and death— may be the equipment you have at the ready.Equipment
Weapons An adventurer’s weapon can be all that stands between them and death. Weapons primarily deal damage, and some have additional special properties.Equipment
Weapon Fusion Descriptions Common weapon fusions are described below.Equipment
Weapon Special Properties Some weapons possess inherent special properties. A weapon’s special properties are listed in the Special column entry in its corresponding weapons table. Details of these special weapon properties appear below.Equipment
Analog This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.Equipment
Archaic This weapon deals 5 fewer damage unless the target is wearing no armor or archaic armor. Archaic weapons are made of primitive materials such as wood or common steel.Equipment
Automatic In addition to making ranged attacks normally, a weapon with this special property can fire in fully automatic Mode. No action is required to toggle a weapon between making normal ranged attacks and using automatic Mode.Equipment
Blast This weapon fires in a cone that extends only to its first range increment. You can’t use it to attack creatures beyond that range.Equipment
Block Only melee weapons can have the block special property, which represents some kind of guard or crossbar that can protect you from attacks by a foe you strike in melee.Equipment
Boost You can charge up a weapon with this special property as a move action. When you do, you increase the weapon’s damage by the listed amount on the next attack you make with the weapon.Equipment
Bright Attacks with bright weapons illuminate the area within 20 feet of you and your target for 1 round following the attack, increasing the illumination level by one step, to a maximum of normal light.Equipment
Disarm When you attempt a disarm combat maneuver while wielding a weapon with the disarm special property, you gain a +2 bonus to your attack roll.Equipment
Entangle A creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon’s item level + the attacker’s Dexterity modifier) or a Strength check (DC = 15 + weapon’s item level +…Equipment
Explode Explosives have the explode special property, which lists the amount of damage the explosion deals, the damage type, special effects (with a duration, if necessary), and the radius of the explosion.Equipment
Injection This weapon or its ammunition can be filled with a drug, an injury poison, or a medicinal compound.Equipment
Refilling The weapon with a new substance acts as reloading it and is a move action. Each different injectable material must be bought separately and can be used in any weapon with the injection special property.Equipment
Line This weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles.Equipment
Nonlethal This weapon deals nonlethal damage.Equipment
Operative An operative can use the trick attack class feature with a weapon that has this special property.Equipment
Penetrating A penetrating weapon is designed to punch through large objects’ outer layers, making it easier to damage them. A penetrating weapon ignores an amount of hardness equal to the weapon’s level.Equipment
Powered A melee weapon with an internal battery that must be charged to function has the powered special property, which lists its capacity and usage.Equipment
Quick Reload You can reload this weapon as part of the same action as firing it, instead of taking a move action to reload.Equipment
Reach Only melee weapons can have the reach special property. Wielding a weapon with reach gives you 10 feet of reach for attacks with that weapon. See Reach and Threatened Squares for more information.Equipment
Sniper Weapons with the sniper special property can be fired accurately at very long ranges if aimed properly.Equipment
Stun You can set a weapon with the stun special property to stun Mode (or reset it to normal Mode) as a move action. While in stun Mode, all the weapon’s attacks are nonlethal.Equipment
Thrown Ranged weapons that must be thrown and melee weapons that can be thrown as a ranged attack have the thrown special property. You apply your Strength modifier to damage rolls for thrown attacks.Equipment
Trip When you attempt a trip combat maneuver while wielding a weapon with this property, you gain a +2 bonus to your attack roll.Equipment
Unwieldy Weapons with the unwieldy special property are large and awkward, can’t be fired without cooling down first, or are otherwise difficult to use with repeated attacks.Equipment
Antibiological An antibiological weapon damages only living targets. Objects and creatures with the unliving special quality, such as robots and undead, are immune to its effects.Equipment
Aurora When an aurora weapon strikes a target, the creature glows with a soft luminescence for 1 minute.Equipment
Breach A breach weapon is specifically designed to apply sudden force to doors and walls in an effort to break them.Equipment
Breakdown A breakdown weapon can be taken apart into multiple small pieces.Equipment
Cluster A cluster weapon is a form of grenade launcher that can fire a single grenade or (if loaded with appropriate grenades) can expend two identical grenades as a single attack.Equipment
Conceal A weapon with the conceal special property is considered especially small or easy to hide for purposes of Sleight of Hand’s hide object task, granting you a +4 circumstance bonus to skill checks to hide object.Equipment
Deconstruct The target of a weapon with the deconstruct special property takes the listed amount of acid damage every round until the target succeeds at a Reflex save to end the damage.Equipment
Deflect A weapon with the deflect special property generates both an energy and a kinetic effect, which allows you to use it with the Deflect Projectiles feat (if you have it) to counter both kinetic and energy ranged attacks.Equipment
Double A double weapon has two different weapons placed end to end so you can attack with either easily without changing your grip.Equipment
Drain Charge When a weapon with the drain charge weapon special property hits an enemy that has a natural attack that deals electricity damage (an attack not dependent on armor upgrades, spells, spell-like abilities, or carried…Equipment
Echo An echo weapon establishes a lingering sonic resonance within a target.Equipment
Extinguish You can expend all remaining charges of this weapon (even if it has only a single charge or use) as a swift action to remove the burning condition from yourself or an adjacent creature, or to quench the flames in 1…Equipment
Feint When using this weapon to feint, you gain a +2 circumstance bonus to your Bluff check.Equipment
Fiery Fiery ammunition bursts into glowing embers when fired. While this is not enough to change its normal damage to fire damage, any extra damage from a critical hit is considered fire damage and the weapon deals half…Equipment
First Arc A weapon with the first arc special property always generates an electrical arc, per the critical hit effect, whenever it hits a target.Equipment
Flexible Line A flexible weapon generates lines of effect at a distance from the user. Choose two points, both of which must be within the weapon’s first range increment. The weapon’s effect extends from one point to the other.Equipment
Force A force weapon is treated as having the force descriptor, which can cause it to interact differently with some targets (as defined by the targets’ special rules). Force weapons deal kinetic damage but still target EAC.Equipment
Free Hands A free hands weapon is unbalanced or otherwise awkward to use.Equipment
Fueled A fueled weapon has an integrated petrol tank and must be activated to function properly. This works like the powered weapon special property, except it uses petrol as a fuel source instead of a battery.Equipment
Grapple When wielding a grapple weapon, you can use it to perform a grapple combat maneuver without having your hands free.Equipment
Gravitation When you hit a target with a gravitation weapon, you can move that target the listed distance either toward you or away from you unless it succeeds at a Reflex save (DC = 10 + 1/2 weapon’s item level + your Dexterity…Equipment
Guided A guided weapon uses a signal along with wireless telemetry, magnetic guidance, or another means of guiding its payload after the weapon has been fired.Equipment
Harrying A harrying weapon produces exceptionally distracting bursts of fire. When you take the harrying fire action with this weapon, you gain a +2 insight bonus to your attack roll.Equipment
Holy Water A holy water weapon is infused with the blessings of one or more good-aligned deities (most commonly Hylax, Iomedae, or Sarenrae within the Pact Worlds, though devoted followers of any good-aligned deity could create…Equipment
Ignite Weapons with the ignite special property use an accelerant to start small, intense fires on their targets.Equipment
Indirect An indirect weapon uses a wireless signal along with a multistage firing system, internal telemetry, bimetallic fluctuation, magnetic guidance, or some other system to make it appear as if a shot from the weapon had…Equipment
Integrated An integrated weapon can be wielded normally or installed in an armor upgrade slot. When properly installed, the weapon is considered to be wielded without needing to assign a number of hands to wield it.Equipment
Living Unlike simpler forms of biotech, a living weapon is not just organic material—it’s actually a simple living organism.Equipment
Mind-Affecting A mind-affecting weapon affects only creatures with minds; targets that are immune to mind-affecting effects are immune to this weapon.Equipment
Mine A weapon with the mine special property is able to modify the ammunition fired from it to delay the detonation of its ordnance.Equipment
Mire A mire weapon has a defined area (generally a radius) that it temporarily turns into difficult terrain.Equipment
Modal A modal weapon can be toggled to deal different types of damage, with the options listed in the weapon’s damage entry.Equipment
Polarize A weapon with the polarize special property briefly builds up a polarized charge in a target.Equipment
Professional A professional weapon is a tool used in a specialized trade that nevertheless has tremendous damaging potential.Equipment
Radioactive A radioactive weapon contains unstable radioactive components.Equipment
Recall A recall weapon is keyed to a wristband or another small device worn by the wearer (which does not count against the maximum of two worn magic or hybrid items).Equipment
Shape A weapon with the shape special property has a complex targeting array that allows it to target specified areas.Equipment
Shells A few melee weapons can be loaded with scattergun shells to create a powerful close-range, one-shot attack. A weapon with the shell special property lists its capacity and usage value.Equipment
Shield A shield weapon encapsulates the target in a short-term force field. This force field lasts until the start of your next turn or until it has absorbed the listed amount of damage, whichever occurs first.Equipment
Subtle A subtle weapon fires either very small ordnance or otherwise generates a nearly imperceptible discharge that even the target may not be aware of.Equipment
Sunder When you attempt a sunder combat maneuver while wielding a weapon with the sunder weapon special property, you gain a +2 bonus to your attack roll.Equipment
Tail If you have a tail (or similar taillike appendage), you can wear a weapon with the tail weapon special property on your tail, rather than wield it in your hand.Equipment
Thought A thought weapon can be fully or partially controlled via telepathy.Equipment
Throttle A throttle weapon deals damage only when it is used to grapple a foe, automatically dealing damage with every successful grapple combat maneuver.Equipment
Variant Boost A weapon with the variant boost special property acts as a weapon with the boost special property, except boosting the weapon does not expend additional charges and the weapon can be boosted only the listed number of…Equipment
Wide Line A wide line weapon functions as a weapon with the line weapon special property, except the line is 10 feet wide.Equipment
Critical Hit Effects If your attack roll is a natural 20 and your attack total is equal to or greater than your target’s AC, your attack is a critical hit.Equipment
Armor Armor is usually the easiest and most cost-effective way for creatures to protect themselves.Equipment
Augmentations Many explorers and mercenaries modify their own bodies with technological or biological gear called augmentations. These are modifications to your body that give you special abilities and bonuses.Equipment
Technological Items Technology is everywhere in Starfinder, and includes any number of devices useful to adventurers, such as those presented on Table 7–26: Technological Items.Equipment
Personal Upgrades Personal upgrades are a special class of augmentation that do not follow the normal system-limitation rules.Equipment
Biotech Functioning similarly to cybernetics, biotech items include modifications to your DNA combined with implants of biological origin that integrate into your physiology.Equipment
Computers Computers control most of the modern tools and conveniences in the Starfinder universe, from simple door locks to advanced overminds controlling all incoming and outgoing traffic from a spacedock.Equipment
Magic Items While plenty of technology in Starfinder incorporates magical elements, some items operate solely through eldritch principles and thus follow different rules.Equipment
Hybrid Items Hybrid equipment makes use of both technology and magic; though not necessarily in equal measure, both forces are crucial to the item’s function.Equipment
Vehicles Vehicles range from simple personal transports to massive airships and sea vessels. The rules for vehicles and vehicle chases are found in Chapter 8, starting on page 278.Equipment
Starships From the smallest transport shuttles to the largest, battle- ready dreadnoughts, starships are an important part of the Starfinder Roleplaying Game.Equipment
Sample Starships This page presents a handful of ship models common (or at least well-known) within the Pact Worlds and allied planets.Equipment
Serums Serums are vials of magic liquid that you can imbibe as a standard action or carefully trickle down the throat of a helpless or unconscious creature as a full action.Equipment
Other Items Beyond weapons, armor, and crucial technological, magical, and hybrid equipment, explorers and adventurers need food, clothing, survival supplies, and other basic gear.Equipment
Equipment 164It’s a dangerous galaxy, and a smart explorer knows that the difference between success and failure—or even life and death— may be the equipment you have at the ready.Equipment