Exploration Activities

While encounters use rounds for combat, exploration is more free-form. The GM determines the flow of time, as you could be traveling by enercycle through a machine megaplex, negotiating with Free Captains, or delving in a magitech dungeon in search of archaic treasures from a lost world. Exploration lacks the immediate danger of encounter mode, but it offers its own challenges.

Analyze Environment

Requirements You have environmental protection on your armor or a field scientist's kit.

You analyze your environment to determine whether it's safe by checking the gauges and sensors on your armor or a field scientist's kit you're holding. You move at half your travel speed or slower. You automatically detect any environmental hazard that your armor protects against, including the severity of the environmental condition (such as the temperature, radiation level, the presence or lack of air, and so on).

Avoid Notice


You attempt a Stealth check to avoid notice while traveling at half speed. If you're Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you (based on their Perception DCs, as normal for Sneak, regardless of their initiative roll results).

Defend


You move at half your travel speed with your shield raised. If combat breaks out, you gain the benefits of Raising a Shield before your first turn begins.

Detect Magic


You cast detect magic at regular intervals. You move at half your travel speed or slower. You have no chance of accidentally overlooking a magic aura at a travel speed up to 300 feet per minute, but must be traveling no more than 150 feet per minute to detect magic auras before the party moves into them.

Follow the Expert


Choose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requires a skill check (like Avoiding Notice). The ally must be at least an expert in that skill and must be willing to provide assistance. While Following the Expert, you match their tactic or attempt similar skill checks.
Thanks to your ally's assistance, you can add your level as a proficiency bonus to the associated skill check, even if you're untrained. Additionally, you gain a circumstance bonus to your skill check based on your ally's proficiency (+2 for expert, +3 for master, and +4 for legendary).

Hustle


You strain yourself to move at double your travel speed. You can Hustle only for a number of minutes equal to your Constitution modifier × 10 (minimum 10 minutes). If you're in a group that's Hustling, use the lowest Constitution modifier among everyone to determine how fast the group can Hustle together.

Implant Augmentation

Prerequisites master in Medicine or Augmentation Specialist.
Requirements You have a medkit.

You safely implant or remove an augmentation on a willing creature. This takes 1 hour per item level of the augmentation if using a medkit or half the normal amount of time if you have access to a hospital or medical facility. Most shops that sell augmentations have staff willing to perform the surgery as part of the cost and are experienced enough that they can perform the surgery in 10 minutes per item level instead of 1 hour per item level. This activity can be performed in downtime mode, in which case it loses the exploration trait and gains the downtime trait.

Install Upgrade

Requirements You have a repair kit and one free hand.

You spend 10 minutes installing an upgrade into a suit of armor or weapon, placing the upgrade into an empty upgrade slot. You can also use this activity to uninstall an upgrade. You can't install more upgrades than there are upgrade slots.

Investigate


You seek out information about your surroundings while traveling at half speed. You use Recall Knowledge as a secret check to discover clues among the various things you can see and engage with as you journey along. You can use any skill that has a Recall Knowledge action while Investigating, but the GM determines whether the skill is relevant to the clues you could find.

Live Stream

Requirements You must have an item with a camera and one free hand, mount, or uniclamp.

You record footage from your perspective using a comm unit or another device with a camera. This can be broadcast to a live audience or stored on a local device. The GM determines whether this significantly impacts your travel speed depending on the nature of your recording; simple footage doesn't affect your travel, while playing to the camera or lining up the best perspectives might require you to move at half speed.

Recharge

Requirements You have a battery with no remaining charges.

You recharge an expended battery. This takes 1 minute if using a charging station, which can be found in most buildings and starships.

Repeat a Spell


You repeatedly cast the same spell while moving at half speed. Typically, this spell is a cantrip that you want to have in effect in the event a combat breaks out, and it must be one you can cast in 2 actions or fewer. Repeating a spell that requires making complex decisions, such as figment, can make you fatigued, as determined by the GM.

Scout


You scout ahead and behind the group to watch danger, moving at half speed. At the start of the next encounter, every creature in your party gains a +1 circumstance bonus to their initiative rolls.

Search


You Seek meticulously for hidden doors, concealed hazards, and so on. You can usually make an educated guess as to which locations are best to check and move at half speed, but if you want to be thorough and guarantee you checked everything, you need to travel at a Speed of no more than 300 feet per minute, or 150 feet per minute to ensure you check everything before you walk into it. You can always move more slowly while Searching to cover the area more thoroughly, and the Expeditious Search feat increases these maximum Speeds. If you come across a secret door, item, or hazard while Searching, the GM will attempt a free secret check to Seek to see if you notice the hidden object or hazard. In locations with many objects to search, you have to stop and spend significantly longer to search thoroughly.

Sustain an Effect


You Sustain one effect with a sustained duration while moving at half speed. Most such effects can be sustained for 10 minutes, though some specify they can be sustained for a different duration. Sustaining an effect that requires making complex decisions, such as telekinetic tantrum, can make you fatigued, as determined by the GM.

Decipher Writing


You attempt to decipher complicated writing or literature on an obscure topic. This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using Society instead.
The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text.
Critical SuccessYou understand the true meaning of the text.
SuccessYou understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation.
FailureYou can't understand the text and take a –2 circumstance penalty to further checks to decipher it.
Critical FailureYou believe you understand the text on that page, but you have in fact misconstrued its message.

Identify Magic


Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed magic or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn't increase the DC to identify it.
Critical SuccessYou learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it's cursed.
SuccessFor an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect's name and what it does. You can't try again in hopes of getting a critical success.
FailureYou fail to identify the magic and can't try again for 1 day.
Critical FailureYou misidentify the magic as something else of the GM's choice.

Learn a Spell

Requirements You have a spellcasting class feature, and the spell you want to learn is on your magical tradition's spell list.

You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were an elemental mystic with the witchwarper multiclass archetype, you couldn't use Nature to add an arcane or occult spell to your witchwarper spell repertoire.
To learn the spell, you must do the following:
  • Spend 1 hour per spell rank, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession.
  • Have materials with the Price indicated in the Learning a Spell table.
  • Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, often close to the DC on the Learning a Spell Table). Uncommon or rare spells have higher DCs; full guidelines for the GM appear on page 52 of Starfinder GM Core.
Critical SuccessYou expend half the materials and learn the spell.
SuccessYou expend the materials and learn the spell.
FailureYou fail to learn the spell but can try again after you gain a level. The materials aren't expended.
Critical FailureAs failure, except you expend half the materials.
Spell RankPriceTypical DC
1st or cantrip20 credits15
2nd60 credits18
3rd160 credits20
4th360 credits23
5th700 credits26
6th1,400 credits28
7th3,000 credits31
8th6,500 credits34
9th15,000 credits36
10th70,000 credits41

Squeeze


You contort yourself to squeeze through a space so small you can barely fit through. This action is for exceptionally small spaces; many tight spaces are difficult terrain (page 415) that you can move through more quickly and without a check.
Critical SuccessYou squeeze through the tight space in 1 minute per 10 feet of squeezing.
SuccessYou squeeze through in 1 minute per 5 feet.
Critical FailureYou become stuck in the tight space. While you're stuck, you can spend 1 minute attempting another Acrobatics check at the same DC. Any result on that check other than a critical failure causes you to become unstuck.

Borrow an Arcane Spell


If you're an arcane spellcaster who prepares spells, you can attempt to prepare a spell from someone else's arcane spellbook or the like. The GM sets the DC for the check based on the spell's rank and rarity; it's typically a bit easier than Learning the Spell.
SuccessYou prepare the borrowed spell as part of your normal spell preparation.
FailureYou fail to prepare the spell, but the spell slot remains available for you to prepare a different spell. You can't try to borrow this spell again until the next time you prepare spells.

Access Infosphere

Requirements You are using a device with infosphere access.

You attempt to access a local network, known as an infosphere, to come up with information on a topic. This typically takes 10 minutes of research to find information, with results like Recalling Knowledge on a topic. Larger investigations or topics could require several hours, while single-word answers of information common to that settlement's infosphere may only take a minute, based on the GM's discretion. Significant and longer investigations should use the research subsystem (GM Core). The GM determines the DC based on the topic you're researching. This can be further influenced by the quality of the local infosphere and what information it might possess on the topic, and how well organized it is.
Critical SuccessYou find the information you were searching for. If this was used on a topic you could have used Recall Knowledge on, you instead find this information in 1 minute.
SuccessYou find the information you were looking for.
Critical FailureYou find misleading information thanks to incorrect data or online pranksters. The GM provides you false information on your topic of investigation (or decides to give you no information, as on a failure).

Operate Device

Requirements You are using a computer or similar device.

You perform a basic task using a digital device, such as operating a basic program or playing a vidgame. You might also use this if the device you're using has a physical component, such as 3D-tracking or requiring specific motions to activate features. The GM determines the DC based on the action you're taking.
Critical SuccessYou excel at what you are doing, learning secrets from the program or advanced functionality. If it's a game, then you win it with record timing based on average completion rates.
SuccessYou manage to operate the device in the necessary manner, including getting basic functionality. You gain general information from the program.
FailureYou can't understand the program or game and take a –2 circumstance penalty to further attempts to access or play it for the next day.
Critical FailureYou fail to access the game or make a mistake that prevents you from accessing the program (such as forgetting a password and locking yourself out of the program) for the next day.

Hack

Requirements You have a hacking toolkit.

You try to access, control, or change an active secured system. In most cases, this attempt is made against a local computer system that you access directly or indirectly through use of a hacking toolkit. Attempt a Computers check to determine if you can access the targeted system. Computers with improved systems might require multiple successes to access.
Critical SuccessYou access the system, or you achieve two successes toward accessing a system requiring more than one success. You leave no trace of your tampering.
SuccessYou access the system, or you achieve one success toward accessing a system that requires more than one success.
FailureYou fail to access the system or achieve any success toward accessing a system that requires more than one success. Some computerized systems might have security measures that activate on a failure.
Critical FailureYou activate specially ingrained security protocols or completely lock yourself out of the system. Being locked out of a system prevents you from attempting another check to access it for the next hour.

Repair

Requirements You are holding or wearing a repair toolkit.

You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair toolkit with both hands. Roll a Crafting check. The GM sets the DC, but it's usually about the same DC to Repair a given item as it is to Craft it in the first place. You can't Repair a destroyed item.
Critical SuccessYou restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you're trained, 30 HP if you're an expert, 40 HP if you're a master, or 50 HP if you're legendary).
SuccessYou restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (for a total of 10 HP if you are trained, 15 HP if you're an expert, 20 HP if you're a master, or 25 HP if you're legendary).
Critical FailureYou deal 2d6 damage to the item. Apply the item's Hardness to this damage.

Impersonate


You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing disguise takes 10 minutes and requires a holoskin or similar disguise, but a simpler, quicker disguise might do the job if you're not trying to imitate a specific individual, at the GM's discretion.
In most cases, creatures have a chance to detect your deception only if they use the Seek action to attempt Perception checks against your Deception DC. If you attempt to directly interact with someone while disguised, the GM rolls a secret Deception check for you against that creature's Perception DC instead.
If you're disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you're imitating, or the GM might roll a secret Deception check even if you aren't directly interacting with others.
SuccessYou trick the creature into thinking you're the person you're disguised as. You might have to attempt a new check if your behavior changes.
FailureThe creature can tell you're not who you claim to be.
Critical FailureThe creature can tell you're not who you claim to be, and it recognizes you if it would know you without a disguise.

Gather Information


You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending credits on bribes, drinks, or gifts.
SuccessYou collect information about the individual or topic. The GM determines the specifics.
Critical FailureYou collect incorrect information about the individual or topic.

Make an Impression


With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable. At the end of the conversation, attempt a Diplomacy check against the Will DC of one target. You can instead choose up to five targets if you take a –2 penalty. The GM might add other bonuses or penalties based on the situation. Any impression you make lasts for only the current social interaction unless the GM decides otherwise. See the Changing Attitudes sidebar for a summary of the attitude conditions.
Critical SuccessThe target's attitude toward you improves by two steps.
SuccessThe target's attitude toward you improves by one step.
Critical FailureThe target's attitude toward you decreases by one step.

Coerce


With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with the creature. At the end of the conversation, attempt an Intimidation check against the target's Will DC, modified by any circumstances the GM determines. (The attitudes referenced in the effects below are summarized in the Changing Attitudes sidebar and described in full in the Conditions Appendix.)
Critical SuccessThe target gives you the information you seek or agrees to follow your directives so long as they aren't likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes unfriendly (if it wasn't already unfriendly or hostile). However, the target is too scared of you to retaliate—at least in the short term.
SuccessAs critical success, but once the target becomes unfriendly, they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies.
FailureThe target doesn't do what you say, and if they were not already unfriendly or hostile, they become unfriendly.
Critical FailureThe target refuses to comply, becomes hostile if they weren't already, and is temporarily immune to your Coercion for at least 1 week.

Treat Wounds

Requirements You’re wearing or holding a medkit.

You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).
The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you're an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you're a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you're legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.
If you succeed at your check, you can continue treating the target to grant additional healing. If you treat it for a total of 1 hour, double the Hit Points it regains from Treat Wounds.
Critical SuccessThe target regains 4d8 Hit Points and loses the wounded condition.
SuccessThe target regains 2d8 Hit Points, and loses the wounded condition.
Critical FailureThe target takes 1d8 damage.

Navigate


You plan a short journey. While this is most often used when traveling with a mech, vehicle, or starship, the same skill can be used to determine the optimal route to take while traveling on foot. This lets you plan a general heading on a planetoid or guide your starship on an in-system voyage. If you're navigating a short journey, you typically attempt a Piloting check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so). More unusual locales or those you're unfamiliar with might require you to have a minimum proficiency rank to Navigate.
Critical SuccessYou get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly.
SuccessYou gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions.

Plot Course


You prepare for a longer journey into the stars, likely making use of your starship's Drift Engine (or similar FTL device). Attempt a Piloting check to determine if you can chart a suitable path to your ultimate destination. The GM determines how long this activity takes and the DC (GM Core).
Critical SuccessYou manage to reach your destination in half the expected time (minimum 1 day).
SuccessYou create a usable navigational plan that gets you to your intended destination on time.
FailureYour plan has several problems, and you end up reaching your destination late.
Critical FailureYou arrive in an unfamiliar star system, requiring you to plot a new course to your destination (likely at an increased DC due to the unfamiliar starting point).

Sense Direction


Using the position of astronomical objects in the sky, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild. Typically, you attempt a Survival check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so). More unusual locales or those you're unfamiliar with might require you to have a minimum proficiency rank to Sense Direction. Without a comm unit, you take a –2 item penalty to checks to Sense Direction.
Critical SuccessYou get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly.
SuccessYou gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions.

Cover Tracks


You cover your tracks, moving up to half your travel Speed. You don't need to attempt a Survival check to cover your tracks, but anyone tracking you must succeed at a Survival check against your Survival DC if it is higher than the normal DC to Track.
In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn't have the exploration trait.

Track


You follow tracks, moving at up to half your travel Speed. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour.
In some cases, you might Track in an encounter. In this case, Track is a single action and doesn't have the exploration trait, but you might need to roll more often because you're in a tense situation. The GM determines how often you must attempt this check.
You attempt your Survival check when you start Tracking, once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground.
SuccessYou find the trail or continue to follow the one you're already following.
FailureYou lose the trail but can try again after a 1-hour delay.
Critical FailureYou lose the trail and can't try again for 24 hours.

Re-Forge Solar Weapon


You spend 10 minutes focusing on the composition of your solar weapon. You can change your solar weapon’s damage type (typically choosing between bludgeoning, piercing, or slashing), selected traits, and weapon group. Your weapon maintains your selections until the next time you Re-Forge Solar Weapon.
Activate—Navigate [one-action] (concentrateexplorationsecret)
Frequency once per day
Effect You concentrate on a Drift beacon you've visited before and mentally chart a course for that location. You immediately know which direction to travel to reach your destination, and your journey takes 1 day less if you're piloting the ship.

Refocus

Requirements You have a focus pool.

You spend 10 minutes performing deeds to restore your magical connection. This restores 1 Focus Point to your focus pool. The deeds you need to perform are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells. For instance, a witchwarper with focus points from their paradox can usually Refocus while using their paradox skill.