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399 rules
| Name ▲ | Page | Description | Chapter |
|---|---|---|---|
| Character Creation | The following instructions assume you’re building a 1st-level character. These steps are presented in a suggested order, but feel free to complete them in the order you prefer. | Character Creation | |
| Character Themes | A character theme represents a focus for your character, which may be a result of your background, upbringing, training, or mystic destiny. | Character Creation | |
| Themeless | If you decide that none of the themes above fit your particular character concept, you can choose not to have a theme. You then gain the following benefits at the listed levels. | Character Creation | |
| Ace Pilot | You are most comfortable at the controls of a vehicle, whether it’s a starship racing through the inky void of space or a ground vehicle zooming between trees, around boulders, and across dusty badlands. | Character Creation | |
| Bounty Hunter | You track people down for money. It is a dangerous profession, as most of your targets understandably don’t wish to be caught. You wouldn’t have it any other way. | Character Creation | |
| Icon | Thanks to interstellar transmissions and Drift travel, the galaxy is smaller than ever, and this connectivity has facilitated your ascension to celebrity status. | Character Creation | |
| Mercenary | Whether you take jobs that match your ethical beliefs or you fight for anyone who can afford your services, you are a hired gun. | Character Creation | |
| Outlaw | Due to the sins of your past or your current unlawful behavior, you are a wanted individual somewhere in the Pact Worlds. You might not even be guilty and are striving to clear your good name. | Character Creation | |
| Priest | You are a member of an organized religion or similar association. Your belief, whether it has been a part of you since childhood or it came to you later in life, is an integral part of your character. | Character Creation | |
| Scholar | You are an erudite intellectual, pitting your brain against problems and puzzles that others would find daunting. | Character Creation | |
| Spacefarer | Your longing to journey among the stars can’t be sated. You yearn for the adventure of stepping onto a distant world and exploring its secrets. | Character Creation | |
| Xenoseeker | The thought of meeting alien life-forms excites you. The more different their appearances and customs are from yours, the better! | Character Creation | |
| Races | This chapter outlines the “core races” of Starfinder—those most common in the Pact Worlds and intended for use as PCs. For some less common races, see Chapter 13. | Races | |
| Androids | Complex technological creations crafted to resemble humans, androids were originally a servitor race, but they have since broken free to form their own society. | Races | |
| Humans | Ambitious, creative, and endlessly curious, humans have shown more drive to explore their system and the universe beyond than any of their neighbor races—for better and for worse. | Races | |
| Kasathas | Originally from a planet orbiting a dying star far beyond the Pact Worlds, the four-armed kasathas maintain a reputation as a noble and mysterious people. | Races | |
| Lashuntas | Idealized by many other humanoid races and gifted with innate psychic abilities, lashuntas are at once consummate scholars and enlightened warriors, naturally divided into two specialized subraces with different… | Races | |
| Shirrens | Once part of a ravenous hive of locust-like predators, the insectile shirrens only recently broke with their hive mind to become a race of telepaths physically addicted to their own individualism, yet dedicated to the… | Races | |
| Vesk | Heavily muscled and covered with thick scales and short, sharp horns, the reptilian vesk are exactly as predatory and warlike as they appear. | Races | |
| Ysoki | Small and furtive, the ysoki are often overlooked by larger races. | Races | |
| 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. | Classes | |
| 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. | Classes | |
| Envoy Improvisations | You learn your first envoy improvisation at 1st level and an additional improvisation at 2nd level and every 2 levels thereafter. | Classes | |
| Expertise Talents | You gain an expertise talent at 3rd level and every 4 levels thereafter. | Classes | |
| Mechanic | You are a master of machines, from advanced supercomputers to simple magnetic engines. | Classes | |
| 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. | Classes | |
| 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. | Classes | |
| 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. | Classes | |
| Advanced Mods | You must be 11th level or higher to choose these mods. | Classes | |
| Exocortex | Your exocortex grants you all of the following abilities as you advance in level. | Classes | |
| 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. | Classes | |
| Mystic Spell List | Spell Name | Summary :---|:--- _Daze_ | Humanoid creature of CR 3 or lower is dazed. | Classes | |
| Connections | The following represent the most common mystic connections. See page 83 for more information on the connection class feature. | Classes | |
| Operative | You’re a shadow. You move swiftly, strike suddenly, and always have an escape plan. | Classes | |
| Operative Specializations | The following are some common operative specializations. | Classes | |
| 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. | Classes | |
| Solarian | The stars guide the planets with gravity, create life with light and heat, and utterly consume worlds in supernovas and black holes. | Classes | |
| 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. | Classes | |
| 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. | Classes | |
| Fighting Styles | Classes | ||
| 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. | Classes | |
| 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. | Classes | |
| Blitz | The blitz fighting style is all about using speed and aggression to get into the thick of melee. | Classes | |
| Bombard | The bombard fighting style emphasizes attacking multiple targets, often using grenades, and leverages substantial physical strength to control large weapons with significant recoil. | Classes | |
| 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. | Classes | |
| 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. | Classes | |
| Sharpshoot | The sharpshoot fighting style enables you to excel at making accurate attacks, usually with ranged weapons at a long distance. | Classes | |
| Technomancer | To the uninitiated, magic and technology are completely unrelated, but you know there are more correlations between the two than most suspect. | Classes | |
| 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. | Classes | |
| 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 | |
| Feats | All characters have certain abilities that don’t directly stem from their races, classes, or skills. These abilities, called feats, represent specialized talents that can come from a wide range of possible sources. | Feats | |
| Spells | Although technology and magic are almost inextricably entwined in the Starfinder Roleplaying Game, magic nonetheless works according to specific rules that have little to do with machinery. | Spells | |
| Casting Spells | When your Starfinder character casts a spell, she is harnessing the latent magical energy that permeates the universe to achieve specific, measured effects. | Spells | |
| Combining Magic Effects | Spells or magical effects usually work as their descriptions state, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. | Spells | |
| Spell Description Format | The descriptions of Starfinder’s spells are presented in a standard format, as shown in the sample spell description on page 333. | Spells | |
| 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 |
