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399 rules
| Name ▲ | Page | Description |
|---|---|---|
| Medicine (Int; Trained Only) | 143 | You have knowledge of the biology of many species and can treat a number of different types of wounds and ailments. |
| Mysticism (Wis; Trained Only) | 143 | You are educated in the fields of magic, religion, the planes, and spellcasting, and so can identify magic items and spells and make magic items yourself. |
| Perception (Wis) | 144 | You can use all of your senses (hearing, taste, touch, sight, and smell) to notice danger, pick out fine details, and search for hidden objects or creatures. |
| Piloting (Dex) | 145 | You know how to drive vehicles, pilot starships, and navigate. |
| Profession (Cha, Int, or Wis; Trained Only) | 146 | You are skilled in a specific job, specialty, or creative art. You know how to use the tools of your trade, how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems. |
| Sense Motive (Wis) | 146 | You can detect falsehoods and gain glimpses of the true intentions of creatures with which you interact. |
| Sleight of Hand (Dex; Armor Check Penalty; Trained Only) | 146 | You can hide small objects, pick pockets, and accomplish other feats of manual dexterity without being noticed. |
| Stealth (Dex; Armor Check Penalty) | 147 | You can stay hidden and move silently to avoid detection, allowing you to sneak past foes or strike from an unseen position. |
| Survival (Wis) | 148 | You can survive in and make your way safely through almost any kind of wilderness, follow trails and tracks, deal with wild animals, and ride tamed ones. |
| Feats | 150 | 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. |
| Equipment | 164 | 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. |
| Tactical Rules | 236 | While many ordinary citizens of the Pact Worlds go their entire lives without seeing combat, adventurers and explorers often stumble into situations where a laser pistol or a chainsword is their best option, or they… |
| How Combat Works | 238 | Combat in Starfinder is cyclical. After initial steps that begin a battle, every character acts in turn through a regular cycle of rounds until the combat ends. |
| Combat Basics | 240 | This section presents the key terms and calculations needed to adjudicate the most basic elements of combat: attacking and defending. |
| Armor Class (AC) | 240 | Your Armor Class (AC) represents how hard it is for opponents to land a solid damaging blow on you. Your Armor Class (AC) is the minimum attack roll result that an opponent needs to hit you and deal damage. |
| Saving Throws | 241 | When you are subject to an unusual effect, such as those imposed by some special weapons and magical attacks, in most cases you can attempt a saving throw (often simply called a “save”) to avoid or reduce the effect. |
| Other Rule Terms | 242 | In addition to the basic combat mechanics and statistics detailed above, the following terms and rules are also frequently used in Starfinder, both in and out of combat. |
| Actions in Combat | 244 | The specific actions you can perform in combat are detailed in this section. For quick reference, specific combat actions are organized by their type in the Actions in Combat sidebar. |
| Action Types | 244 | An action’s type essentially tells you how long the action takes to perform within the framework of a 6-second combat round. |
| Standard Actions | 244 | A standard action is usually the main action you take each round, other than movement. Below are examples of standard actions. |
| Attack | 244 | Making a single attack is a standard action. |
| Combat Maneuver | 246 | As a standard action, you can attempt one of the following combat maneuvers. |
| Activate an Item | 244 | Many technological and magic items, such as a cybernetic hand, don’t need to be activated. Certain items, however, do need to be activated to have an effect. |
| Cast a Spell | 246 | The vast majority of spells require at least a standard action to cast, and sometimes more. Spells that take more than a round to cast require a full action each round until they are complete. |
| Concentrate to Maintain a Spell | 246 | Some spells require continued concentration to keep them going. Concentrating to maintain a spell is a standard action (see Duration on page 270 for more information about concentration). |
| Covering Fire | 246 | You can use your standard action to make a ranged attack that provides covering fire for an ally. Make a ranged attack roll against AC 15. |
| Dismiss a Spell | 246 | Dismissing an active spell is a standard action (see Duration on page 270 for more information about dismissible spells). |
| Feint | 247 | You can use your standard action to feint by attempting a Bluff check. The DC of this check is equal to either 10 + your opponent’s Sense Motive total skill bonus or 15 + 1-1/2 × the opponent’s CR, whichever is greater. |
| Fight Defensively | 247 | You can fight defensively when attacking as part of a standard action. If you do, you take a –4 penalty to attacks you make in that round but gain a +2 bonus to AC until the start of your next turn. |
| Harrying Fire | 247 | You can use your standard action to make a ranged attack that distracts a foe in your line of effect. Make an attack roll against AC 15. |
| Total Defense | 247 | You can defend yourself as a standard action. Starting at the beginning of this action, you get a +4 bonus to your Armor Class until the start of your next turn. |
| Use a Special Ability | 247 | There are three types of special abilities: extraordinary, spell-like, and supernatural. |
| Move Actions | 247 | Most move actions don’t require a check unless the circumstances are more difficult than normal. For instance, opening a door normally doesn’t require a check, but it does if the door is locked. |
| Full Actions | 248 | A full action requires your entire turn to complete. If you take a full action, you can’t take your usual standard, move, and swift actions. The following actions are full actions. |
| Reactions | 248 | A reaction is a special action you can take even if it’s not your turn, but only after a defined and concrete trigger. You can’t use a reaction before the first time you act in a combat. |
| Other Actions | 249 | The following actions are important but used less frequently. |
| Injury and Death | 250 | Your Hit Points (HP) measure how hard you are to kill. No matter how many Hit Points you lose, you aren’t hindered in any way until your Hit Points drop to 0. |
| Taking Damage | 250 | The most common way that your character gets hurt is to take damage and lose Stamina Points or Hit Points. |
| Stabilizing | 250 | There are several ways to stabilize a dying creature, including first aid, healing, and spending Resolve Points. |
| Ability Damage, Ability Penalties, Ability Drain, and Negative Levels | 252 | Some monster attacks or harmful effects might directly damage or drain one or more of a character’s ability scores, or they might impose negative levels. |
| Combat Modifiers | 253 | Several factors can influence combat or grant you modifiers to attack rolls or other statistics. |
| Movement and Position | 255 | It’s often very important to know where all the creatures involved in an encounter are, as well as what terrain and other objects are present. |
| Reach and Threatened Squares | 255 | Your reach is the distance at which you can attack foes in melee combat. |
| Tactical Movement | 256 | Tactical movement is used for round-by-round combat and is typically tracked using a battle map with a grid of 1-inch squares and miniatures representing all combatants. |
| Overland Movement | 258 | Characters covering long distances cross-country use overland movement. Overland movement is measured in miles per hour or miles per day. |
| Additional Movement Types | 258 | Some creatures have modes of movement other than walking and running, such as burrowing, climbing, flying, and swimming. Such creatures have a specific speed listed for each movement type. |
| Senses | 260 | Just as actions determine what you can do in combat and movement determines how you get there to do it, senses determine what you can perceive and how. |
| Special Abilities | 262 | A number of creatures and characters with a variety of classes gain the use of special abilities. |
| Extraordinary, Spell-Like, and Supernatural Abilities | 262 | Many abilities available to characters or monsters are classified as extraordinary, spell-like, or supernatural. Depending on which category they fall into, these abilities function as described below. |
| Regaining Daily-Use Abilities and Spells | 262 | Some abilities have a limited number of uses per day. To regain uses of these abilities, 24 hours must have passed since you last regained uses of your abilities, and you must have rested for 8 continuous hours during… |
| Ability Descriptions | 262 | Special abilities that are common in Starfinder are described below. The ability’s source typically indicates whether it is extraordinary, spell-like, or supernatural. |
| Damage Reduction (DR) | 263 | Some creatures have the ability to instantly heal damage from attacks or ignore blows altogether; this is referred to as the damage reduction special ability. |
| Incorporeal | 264 | An incorporeal creature doesn’t have a physical body. It is immune to all nonmagical kinetic attacks. All energy attacks and magical kinetic attacks deal half damage (50%) to it. |
| Invisible | 264 | An invisible creature is visually undetectable. A creature using only an imprecise sense, or whose only precise sense is vision, can’t observe an invisible creature, so the invisible creature is unseen by such a… |
| Sense Through | 264 | Sense through is the special ability to perceive things beyond an obstacle or barrier that would otherwise block normal senses. |
| Spell Resistance (SR) | 265 | Spell resistance (SR) is the ability to avoid being affected by spells and spell-like abilities, much like an Armor Class against magical attacks. |
| Bonuses And Penalties | 266 | Throughout the course of her adventures, a character often comes under the effects of conditions, circumstances, magic, technology, or other factors that provide her with bonuses or penalties to certain game statistics… |
| Defining Effects | 268 | Whether an effect is created by a class feature, spell, or piece of equipment, it usually has factors such as area, duration, and range that are defined using specific game terms, as well as descriptors that indicate… |
| Area | 268 | Some effects cover a defined area. Sometimes an effect’s description indicates a specially defined area, but usually an area falls into one of the categories discussed below. |
| Descriptors | 269 | A descriptor is a term that helps define an item, a spell, or another effect in some way. |
| Duration | 270 | An effect’s duration tells you how long the effect lasts. If a spell, ability, or item has a specific duration and creates one or more effects, those effects last for the duration unless the specific effect notes… |
| Line of Effect | 271 | If a weapon, spell, ability, or item requires an attack roll and has a range measured in feet, it normally requires that you (or whoever or whatever is using the ability) have a line of effect to the target to be… |
| Range | 271 | An effect’s range indicates how far from you it can reach. An effect’s range is the maximum distance from you that the effect can occur, as well as the maximum distance at which you can designate the effect’s point of… |
| Target | 272 | Some effects have a target or targets. You use these effects on creatures or objects, as defined by the effect itself. |
| Abilities and Spell Effects on Large Vehicles | 272 | Most vehicles interact with abilities and spells normally; the effects of an explosive blast on an exploration buggy can be determined using the typical rules, for example. |
| Conditions | 273 | Conditions are circumstances or states that can affect characters for an extended period of time. If more than one condition affects a character, apply them all. If effects can’t combine, apply the most severe effect. |
| Condition Descriptions | 273 | The following are common conditions in Starfinder. |
| Asleep | 273 | You are sleeping and helpless. While asleep, you take a –10 penalty to Perception checks to notice anything. If you succeed at a Perception check to notice something despite the penalty, you automatically awaken. |
| Bleeding | 273 | You take the listed amount of damage at the beginning of your turn each round until this condition ends. |
| Blinded | 273 | You cannot see. You are flat-footed and take a –4 penalty to most Strength- and Dexterity-based skill checks and to opposed Perception skill checks. |
| Broken | 273 | Items that have taken damage in excess of half their total Hit Points gain the broken condition, meaning they are less effective at their designated tasks. |
| Burning | 273 | You are on fire. As long as you have this condition, at the start of your turn each round before you take any actions (or attempt the Reflex saving throw described below), you take the listed amount of damage as fire… |
| Confused | 273 | You are mentally befuddled and can’t act normally. You can’t tell the difference between ally and foe, and thus you treat all creatures as enemies, even your closest friends and family, if applicable. |
| Cowering | 274 | You’re frozen with fear. You’re flat-footed and can take no actions. |
| Dazed | 275 | You are unable to act normally. You can take no actions but have no penalty to your AC. A dazed condition typically lasts 1 round. |
| Dazzled | 275 | You are unable to see well because of overstimulation of your eyes. You take a –1 penalty to attack rolls and sight-based Perception checks. |
| Dead | 275 | You are dead when you have 0 Hit Points, are not stable, and have no Resolve Points remaining but would lose RP due to dying or taking damage while dying. |
| Deafened | 275 | You can’t hear. You take a –4 penalty to initiative checks and opposed Perception checks, and you automatically fail Perception checks based on sound. |
| Dying | 275 | A dying creature is unconscious and near death. Creatures at 0 Hit Points that have not stabilized are dying. |
| Encumbered | 275 | All of your speeds are reduced by 10 feet, your maximum Dexterity bonus to your Armor Class is reduced to +2, and you take a –5 penalty to Strength- and Dexterity-based checks (or you take your armor’s armor check… |
| Entangled | 275 | You are ensnared. Being entangled impedes your movement but does not entirely prevent you from moving unless the bonds are anchored to an immobile object or tethered by an opposing force. |
| Exhausted | 276 | You move at half speed, you can’t run or charge, and you take a –3 penalty to your Armor Class, attack rolls, melee damage rolls, thrown weapon damage rolls, Reflex saving throws, initiative checks, and Strength- and… |
| Fascinated | 276 | You are entranced. While you have the fascinated condition, you stand or sit quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. |
| Fatigued | 276 | You can neither run nor charge, and you take a –1 penalty to your Armor Class, attack rolls, melee damage rolls, Reflex saving throws, initiative checks, and Strength- and Dexterity-based skill and ability checks. |
| Flat-Footed | 276 | At the start of a combat, if you are surprised, you are flat-footed until you become aware of combat and have had a chance to act. Many other effects can cause you to become flat-footed. |
| Frightened | 276 | You flee from the source of your fear as best you can. If you are unable to flee, you can instead fight. You take a –2 penalty to ability checks, attack rolls, saving throws, and skill checks. |
| Grappled | 276 | You are restrained by a creature, effect, or trap. You can’t move, and you take a –2 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks… |
| Helpless | 276 | You are bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. |
| Nauseated | 276 | You are experiencing stomach distress. You can’t attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action you can take is a single move action per turn. |
| Off-Kilter | 276 | You are disoriented and floating in zero gravity. You can’t take move actions to move your speed, crawl, or take a guarded step. You are flat-footed and take a –2 penalty to attack rolls. |
| Off-Target | 276 | Your battle concentration is thrown off. You take a –2 penalty to attack rolls while off-target. |
| Overburdened | 276 | All of your speeds are reduced to 5 feet, your maximum Dexterity bonus to your Armor Class is reduced to +0, and you take a –5 penalty to Strength- and Dexterity-based checks (or your armor’s armor check penalty… |
| Panicked | 276 | You drop everything you are holding and flee at top speed along a random path away from the source of your fear, as well as from any other dangers you encounter. You can’t take any other actions. |
| Paralyzed | 276 | You are almost entirely frozen in place and unable to move your body except to squirm slightly, move your eyes, and so on. You aren’t helpless, though you are treated as having a Dexterity modifier of –5. |
| Pinned | 277 | You are tightly bound and can take few actions. While you are pinned, you can’t move and are flat-footed. |
| Prone | 277 | You are lying on the ground. You take a –4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but you take a –4 penalty to your Armor Class against melee attacks. |
| Shaken | 277 | You take a –2 penalty to attack rolls, saving throws, skill checks, and ability checks while you have the shaken condition. |
| Sickened | 277 | You take a –2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. |
| Stable | 277 | If you were dying but spent Resolve Points to stabilize (see Using Resolve Points beginning on page 250 in Injury and Death), or if you received healing from an ally, you are stable. |
| Staggered | 277 | You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. |
