Chapter 1: Introduction
Starfinder takes place following the Gap, an era of collective memory loss. Explore a galaxy full of magic and mystery, from the vibrant worlds and bustling satellites of the Pact Worlds to cosmic wonders and warring civilizations in Near Space or the distant regions of the perilous Vast. A Starfinder character's adventures might take them to sleepless megacities full of technological marvels, rugged alien planets prowled by dangerous monsters, or magical installations orbiting distant stars. Worlds of endless possibility await!
What is a Roleplaying Game?
The game is typically played in a group of four to seven players, with one of those players serving as the group's GM. The GM prepares, presents, and presides over the game's setting and story, posing challenges and playing adversaries, allies, and bystanders alike. As each scene flows, every player contributes to the story, responding to situations according to the personality and abilities of their character. Combined with preassigned statistics, dice rolls add an element of chance to the game and determine whether characters succeed or fail at actions.
The Flow of the Game
A session can be mostly action, featuring battles with ferocious monsters, hacking computer terminals and magitech traps, and the completion of heroic missions. Alternatively, it could include unionizing miners on an asteroid teeming with megafauna, infiltrating a galactic empire's military, or bargaining with enigmatic spectras for a starship's speedy passage through the Drift. Ultimately, it's up to you and your group to determine what kind of game you're playing, from exploration of uncharted space to an intergalactic political drama, or anything in between.
The Players
During the game, players describe the actions their characters take and roll dice, using their characters' abilities. The GM resolves the outcome of these actions. Some players enjoy acting out (or roleplaying) what they do as if they were their characters, while others describe their characters' actions as if they were telling a story. Do whatever feels best!
If this is your first experience with a roleplaying game, it's recommended that you take on the role of a player to familiarize yourself with the rules and the galaxy.
The Game Master
The GM describes all the situations the player characters experience in an adventure, considers how the actions of player characters affect the story, and interprets the rules along the way. The Game Master uses the rules and advice found in Starfinder GM Core.
The GM can create a new adventure—crafting a narrative, selecting monsters, and assigning rewards on their own— or they can instead rely on a published adventure, using it as a basis for the session and modifying it as needed to accommodate their individual players and the group's style of play. Some GMs run games that combine original and published content, mixing both together to form a new story.
Being the GM is a challenge, requiring you to adjudicate the rules, narrate the story, and juggle other responsibilities. But it can also be very rewarding and worth all the work required to run a good game. If it's your first time running a game, remember that the only thing that matters is that everyone, including you, has a fun time. Everything else will come naturally with practice and patience.
Gaming is for All
Starfinder is a game for everyone, regardless of their age, gender, race or ethnicity, religion, sexual orientation, or any other identities and life experiences. It's the responsibility of all of the players, not just the GM, to make sure the game is fun and welcoming for everyone.
Tools of Play
Character Sheet: Each player needs a character sheet to create their character and to record what happens to them during play. You can find a character sheet in the back of this book and online as a free PDF.
Dice: The players and GM need at least one set of polyhedral dice, although most participants bring their own. Six-sided dice are quite common, but all the dice in the set can be found at hobby game stores or online. See the Dice sidebar for an overview of the different kinds of dice and how they are discussed in the text.
Adventure: Every group needs an adventure to play, whether it's designed by the GM or found in a published resource. You can find a variety of exciting adventures and even entire Adventure Path campaigns at paizo.com. Starfinder Alien Core: From the vanguard components of the Swarm to immensely powerful starmetal dragons, monsters are a common threat that the PCs might face, and each type has its own statistics and abilities. These can be found in Starfinder Alien Core, an invaluable book for GMs. Monster statistics can also be found online for free at paizo.com/prd.
Maps and Miniatures: The chaos of combat can be difficult to imagine, so many groups use maps to represent the battlefield. These maps are marked with a 1-inch grid, and each square usually represents 5 feet in the game. Miniatures and illustrated tokens called pawns are used to represent the characters and the adversaries they face.
Basics of Play
Defining Characters
Level is one of the most important statistics of the game, as it conveys the approximate power and capabilities of every individual creature. PCs range in level from 1st, at the start of the character's adventuring career, to 20th, the very height of power. As the characters overcome challenges, defeat foes, and complete adventures, they accumulate Experience Points (XP). Every time a character amasses 1,000 XP, they go up a level, gaining new abilities so they can take on even greater challenges. A 1st-level PC might face off against a rampant assembly ooze or a hardlight scamp, but at 20th level, that same character might be able to decimate an army with a supermassive black hole or trade blows with a god.
In addition to level, characters are defined by attributes, which measure raw potential and are used to calculate most of their other statistics. There are six attributes in the game. Strength represents a character's physical might, while Dexterity represents agility and their ability to avoid danger. Constitution indicates a character's overall health and well-being. Intelligence represents raw knowledge and problem-solving ability, while Wisdom measures a character's insight and their ability to evaluate a situation. Finally, Charisma indicates charm, persuasiveness, and force of personality. Attribute modifiers for ordinary creatures range from as low as –5 to as high as +5, with +0 representing average human capabilities. High-level characters can have attribute modifiers that range much higher than +5. An attribute modifier above the average increases your chance of success at related tasks, while those below the average decrease your chance.
Your player character is also defined by some key choices you make. The first choice is a PC's ancestry, representing the character's parents and heritage, such as barathu, human, or vesk. Next up is the PC's background, which describes their upbringing, from sly smuggler to famous icon. Finally, and most importantly, a PC's class defines the majority of their aptitudes and abilities, like a soldier's training to put down heavy fire or a witchwarper's knack for altering reality.
In addition to these key choices, PCs also have a number of feats—individual abilities selected during character creation and as the character increases in level. Every feat has a type to denote where its explanation can be found (for example, android feats can be found in the android ancestry) and its theme (mystic feats, for example, grant abilities that deal with spells). Finally, characters have skills that measure their ability to treat wounds, use computers, pilot vehicles, and perform other common tasks.
Creating a Narrative
The GM determines the premise and background of most adventures, although character histories and personalities should also play a part. Once a game session begins, the players take turns describing what their characters attempt to do, while the GM determines the outcome, with everyone working together to create the story. The GM also describes the environment, other characters' actions, and events. For example, the GM might announce that the PCs' home world is under attack by the Swarm. The characters might fight off the first strike, then track the invaders back to a planetoid in the Vast—just as a jinsul raiding party arrives! The PCs have the choice of battling Swarm emganats, fending off jinsul invaders, or both. Whatever they decide, their success depends on their choices and their die rolls.
A single narrative—including the setup, plot, and conclusion—is called an adventure. A series of adventures creates an even larger narrative called a campaign. An adventure might take several sessions to complete, whereas a campaign might take months or even years!
Playing the Game
During the game, your character will face situations where the outcome is uncertain. A character might need to navigate while inside the Drift, survive in an alien desert, or sneak past a corporate security robot, all of which are dangerous tasks with a price for failure. In such cases, the acting character (or characters) is asked to attempt a check to determine whether or not they succeed. A check is usually made by rolling a single 20-sided die (a d20) and adding a number based on the relevant attribute. In such cases, rolling high is always good.
Once a check is rolled, the GM compares the result to a target number called the difficulty class (DC) to determine the outcome. If the result ofthe check is equal to or greater than the DC, the check is successful. If it's lower, the check is a failure. Beating the DC by 10 or more is referred to as a critical success, which usually grants an especially positive outcome. Similarly, failing the check by 10 or more is a critical failure (sometimes called a fumble). This sometimes results in additional negative effects. You also often score a critical success by rolling a 20 on the die when attempting a check (before adding anything). Likewise, rolling a 1 on the die when attempting a check often results in a critical failure. Note that not all checks have a special effect on a critical success or critical failure, and such results should be treated just like an ordinary success or failure instead.
For example, while aboard a starship traveling to a faraway world, your character might find a faster route through an uncharted asteroid field. You decide to go for it, but the GM declares this a dangerous task and asks you to roll a Piloting skill check (since navigation is covered by the Piloting skill). On your character sheet, you see that your character has a +8 modifier for such checks. Rolling the d20, you get an 18, for a total of 26. The GM compares this to the DC (which was 16) and finds that you got a critical success (since the result exceeded the DC by 10). Your character charts a safe path around every asteroid without scratching the hull. Had you gotten a result less than 26 but equal to or greater than 16, your character's route would've taken your ship halfway through the debris field. Had your result been less than 16, your character might have gotten lost among the spinning chunks of rock and ice or, on a critical failure (6 or less), crashed the ship into one of them!
Checks like this are the heart of the game and are rolled all the time, in every mode of play, to determine the outcome of tasks. While the roll of the die is essential, the statistic you add to the roll (called a modifier) often makes the difference between success and failure. Every character is made up of many such statistics governing what the character is good at, each consisting of a relevant attribute modifier plus a proficiency bonus, and sometimes modified further by other factors, such as bonuses or penalties from gear, spells, feats, magic items, and other special circumstances.
Proficiency is a simple way of assessing your character's general level of training and aptitude for a given task. It's broken into five different ranks: untrained, trained, expert, master, and legendary. Each rank grants a different proficiency bonus. If you're untrained at a statistic, your proficiency bonus is +0; you must rely solely on the raw potential represented by your attribute modifier. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character's level plus another number based on the rank (2, 4, 6, and 8, respectively). Proficiency ranks are part of almost every statistic in the game.
Exploration
Leaving a city aboard an enercopter, spotting signs of a marauding kyokor, predicting the path the kyokor might take through the badlands, and convincing local wasteland scavengers to help lure the monster away from the city's outskirts are all examples of things that might occur during exploration.
Throughout this mode of play, the GM asks the players what their characters are doing as they explore. This is important in case a conflict arises. If combat breaks out, the tasks the PCs undertook while exploring might give them an edge or otherwise inform how the combat begins.
Encounters
While exploration is handled in a free-form manner, encounters are more structured. The players and GM roll initiative to determine who acts in what order. The encounter occurs over a number of rounds, each of which is equal to about 6 seconds of time in the world of the game. During a round, each participant takes a turn. When it's your turn to act, you can use up to three actions. Most simple things, such as drawing a weapon, moving a short distance, opening a door, or firing a laser pistol, use a single action to perform. There are also activities that use more than a single action to perform; these are often special abilities from your character's class and feats. One common activity in the game is casting a spell, which usually uses two actions.
Free actions, such as dropping an object, don't count toward the three actions you can take on your turn. Finally, each character can use up to one reaction during a round. This special type of action can be used even when it's not your turn, but only in response to certain events, and only if you have an ability that allows it. Envoys, for example, can select a feat that lets them use their reaction to warn an ally about incoming fire.
Attacking another creature is one of the most common actions in combat and is done by using the Strike action. This requires an attack roll—a kind of check made against the Armor Class (AC) of the creature you're attacking. Strikes can be made using weapons, spells, or even parts of a creature's body, like a claw, fist, or tail. You add a modifier to this roll based on your proficiency rank with the type of attack you're using, your attributes, and any other bonuses or penalties based on the situation. The target's AC is calculated using their proficiency rank in the armor they're wearing and their Dexterity modifier. An attack deals damage if it hits, and rolling a critical success results in the attack dealing double damage!
You can use more than one Strike action on your turn, but each additional attack after the first becomes less accurate. This is reflected by a multiple attack penalty that starts at –5 on the second attack, but increases to –10 on the third. There are many ways to reduce this penalty, and it resets at the end of your turn.
If your character finds themself the target of a magical mind skewer or caught in the path of area fire from a flamethrower, you'll be called on to attempt a saving throw, representing your character's ability to avoid danger or otherwise withstand an assault to their mind or body. A saving throw is a check attempted against the DC of the spell or special ability targeting your character. There are three types of saving throws, and a character's proficiency in each says a great deal about what they can endure. A Fortitude saving throw is used when your character's health or vitality is under attack, such as from poison or disease. A Reflex saving throw is called for when your character must dodge away from danger, usually something that affects a large area, such as the burst of vines from a verdant code spell or the fiery explosion from a grenade. Finally, a Will saving throw is often your defense against spells and effects that target your character's mind, such as a phantasmal fleet or vibe check spell. For all saving throws, a success lessens the harmful effect, and scoring a critical success usually means your character escapes unscathed.
Attacks, spells, hazards, and special abilities frequently either deal damage to a character or impose one or more conditions—and sometimes both. Damage is subtracted from a creature's Hit Points (HP)—a measure of health—and when a creature is reduced to 0 HP, it falls unconscious and may die! A combat encounter typically lasts until one side has been defeated, and while this can mean retreat or surrender, it often happens because one side is dead or dying. Conditions can hinder a creature for a time, limiting the actions they can use and applying penalties to future checks. Some conditions are even permanent, requiring a character to seek out powerful magic or advanced technologies to undo their effects.
Downtime
Key Terms
Action
Ancestry
Armor Class (AC)
Attack
Attribute Modifier
Background
Bonuses and Penalties
Check
Class
Condition
Currency
Feat
Game Master (GM)
The Galaxy
Hit Points (HP)
Initiative
Level
Nonplayer Character (NPC)
Perception
Player Character (PC)
Proficiency
Rarity
Roleplaying
Round
Saving Throw (Save)
There are three types of saving throws: Fortitude (to resist diseases, poisons, and physical effects), Reflex (to evade effects a character could quickly dodge), and Will (to resist effects that target the mind and personality).
Skill
Speed
Spell
Spells have ranks ranging from 1st to 10th, which measure their power; characters and monsters can usually cast only a certain number of spells of any given rank.
Trait
All the traits used in this book appear here.
Turn
Example of Play
Thurston: Your ship speeds through the swirling colors and half-formed shapes of the Drift. You're getting close to the coordinates, but chunks of rock, ice, and metal scrap float ahead of you, blocking your path.
Zemir (Mike): “Time to chart a course through this mess.” I take a deep breath, grip the controls, and pilot the ship into the debris field.
Thurston: Roll your Piloting check.
Zemir (Mike): I rolled a 5, so with my +7 modifier I got a 12. “I'm gonna need more coffee for this.”
Thurston: Zemir turns just in time to avoid crashing into a massive asteroid, but he loses the path he was following.
Chk Chk (Dustin): I perform a dramatic reading of a poem I wrote about finding inspiration in failure through our Group Chat.
Group Chat is a mystic ability that lets Chk Chk and anyone in his bond communicate telepathically with each other. Most party banter happens in Group Chat.
Zemir (Mike): “Thanks, Chk Chk.” I chug some coffee and try again. 13! I've got a +7 to Piloting so that's a 20!
Thurston: The ship zooms safely through the debris until the beacon you were sent to investigate looms in the viewport. It's a cylindrical silver satellite twice the size of your ship lit by blinking red lights, anchored in the churn of hyperspace by the prayers of Triune's tech priests.
Zemir (Mike): I fly the ship closer so we can investigate. Thurston: Up close, you notice an armored ysoki clinging to the side of the satellite.
Chk Chk (Dustin): “Zemir, can you get us closer?” I'm going to send the ysoki a telepathic message to calm them down while we figure out a way to help. “Don't let fear erase you; let the void embrace you.” Is there any response?
Thurston: None. Only silence.
Dae (Jessica): I don't like that. “Hey Obo, can I borrow your jetpack?”
Obozaya (Jenny): “Only if you don't break it.”
Thurston: Dae, are you installing Obozaya's jetpack into your armor?
Obozaya (Jenny): Paws off! I'll do it with Quick Install.
Quick Install is a skill feat that lets Obozaya Install an Upgrade in 1 minute, instead of the 10 minutes this activity would normally take.
Dae (Jessica): I head for the airlock, then strike a pose as I step into space. “Hey Chk Chk, make sure you're recording this!”
Thurston: Now you're untethered. Are you free floating?
Dae (Jessica): Nope! I activate the jetpack and fly toward the ysoki.
Obozaya (Jenny): “Careful, Dae. I don't want to have to clean you off the side of that Drift beacon.”
Chk Chk (Dustin): “A splash of red would look great on that silver metal. But not if it's Dae's blood! Don't look at me like that, Zemir.”
Dae (Jessica): “No worries, bestie. After we rescue the ysoki, we can give the beacon a glow up.”
Thurston: Dae, up close, you notice that the ysoki's spacesuit is covered in blood, and that there's a crack in their helmet. Underneath, their face is frozen in a mask of terror.
Zemir (Mike): “Dae, it's time to get back to the ship.”
Dae (Jessica): “You don't have tell me twice, Z!” I grab the ysoki and drag them back to the ship.
Thurston: Dae, when you get back to the airlock, you notice blood smears on the floor that weren't there when you left.
Dae (Jessica): “Heads up. I think something got onto the ship.” I leave the ysoki in the airlock and sprint toward the bridge.
Thurston: Dae stops 60 feet down the hall from the bridge door. The rest of you hear dull scraping outside. It sounds like something's shuffling toward you.
Obozaya (Jenny): I pull out my machine gun and move in front of my allies, facing the door. Bring it.
Zemir (Mike): I stand up from the pilot's console and draw my laser pistol.
Chk Chk (Dustin): I draw my painglaive and check my bond to make sure Dae's safe.
Dae is part of Chk Chk's mystic bond, so he knows Dae is alive and not far away.
Thurston: The autodoor stutters open. A vesk and a human wearing tattered spacesuits loom in the doorway. Milky eyes bulge out of their rotting faces. Roll for initiative!
Everyone rolls Perception for their initiative. Mike gets a total of 20. Jessica rolls 12, Dustin rolls 16, and Jenny rolls 10. Thurston rolls for the driftdead, getting a 19 and 14. He secretly rolls for the ysoki in the airlock and gets a 13. Thurston records all these totals, putting everyone in order from highest to lowest. Two of the player characters have abilities that activate when they roll initiative. Zemir's Quantum Pulse lets him activate his quantum field, an area of warped reality he controls. He chooses to center it between the enemy and himself. Solarians can Attune as a free action when they roll initiative, so Dae chooses to become graviton attuned and manifests their solar weapon, a battle ribbon of crackling void energy.
Thurston: Zemir, you're up first.
Zemir (Mike): Excellent. For my first action, I spend 1 Focus Point to cast warp terrain.
Thurston: Which effect do you choose?
Zemir (Mike): I choose difficult terrain. My quantum field fills with twisted metal and chunks of rock from a reality where we didn't make it past that asteroid safely. For my next action, I shoot the vesk with my new laser pistol!
Mike rolls a 12 and adds +8, due to Zemir's training with simple weapons, for a total of 20. Thurston consults his notes to confirm the driftdead has an AC of 16.
Thurston: You hit! Roll for damage.
Mike rolls 2d6 for his tactical laser pistol and deals 7 fire damage, then marks 1 charge as expended from his gun's magazine.
Zemir (Mike): For my third action, I Take Cover behind a rock in my quantum field.
Thurston: The rotting vesk recoils as laser fire hits it, then it shoots a bolt of void energy at you.
Thurston rolls a 22. Zemir's AC is 21, but he gains a +2 circumstance bonus from standard cover. The attack misses. The driftdead fires another bolt at him. Thurston rolls a 23, which hits Zemir's AC of 21, and he takes 6 void damage. Then, the driftdead lumbers toward Obozaya. Each square of difficult terrain counts twice, so the driftdead's Speed of 25 feet isn't enough to get to her this round.
Chk Chk (Dustin): I cast vibe check. I'm broadcasting an angry poem about my childhood into the human's mind: “Despite all my bile, I am still just a bug in a vial!” That's two actions. Then, I'll Transfer Vitality to Zemir and heal him for 7 Hit Points.
Thurston rolls a 17 for the human driftdead's Will save against Chk Chk's spell DC of 21. The driftdead fails and must use its next action to attack the nearest creature. The angry driftdead goes next and attacks its vesk ally, dealing 4 damage.
Thurston: The walking corpse turns its anger on you, Chk Chk. It lurches toward you and lashes out with clawed hands. Does a 23 hit you?
Chk Chk (Dustin): “I welcome the pain!” Yes, that hits me.
Thurston rolls for slashing damage from the driftdead's claws and gets a total of 10.
Dae (Jessica): My turn! I Stellar Rush down the hall and into the bridge. Black lightning crackles around me and drags both enemies toward me when I dash past them.
Stellar Rush is a solarian feat that lets Dae Stride twice with a +10 circumstance bonus to their movement speed. When Dae finishes both Strides, enemies within 15 feet attempt a Fortitude save to determine if they're pulled toward Dae. Dae's Class DC is 21. Thurston rolls for both driftdead and gets a 6 and 12. Both fail and are pulled toward Dae, ending in adjacent squares. Stellar Rush has the cycle trait, meaning Dae's attunement changes to photon after they complete the action.
Dae (Jessica): My black battle ribbon bursts into solar flame. I pirouette and attack the vesk, making sure the camera drone can see all my moves. I rolled a 26.
The driftdead's AC is 16, so Dae's Strike is a critical hit and Jessica doubles her damage roll, for a total of 20 out of its 40 Hit Points.
Thurston: The creature snarls as the ribbon of starlight lashes across its torso, singeing its ruined spacesuit. Obozaya, it's your turn.
Obozaya (Jenny): “Thanks for the setup, Dae!” I Auto-Fire at both enemies. The human is closest to me, so she's my primary target.
Obozaya's Auto-Fire hits all creatures in a 20-foot cone, which includes Dae, but because of training from her bombard fighting style she avoids hurting her ally. Instead of Obozaya rolling to Strike, creatures in the area roll a Reflex save to find out how much damage they take. The vesk driftdead succeeds at its save and takes 9 damage— exactly enough to knock it out! The other fails and takes 18 damage from the barrage.
Obozaya (Jenny): “Hahahahaha!” That's Menacing Laughter for my third action. Oh, and don't forget, the enemy is suppressed.
Obozaya rolls an Intimidation check, adding her +11 modifier. She rolls a 1, so the driftdead isn't shaken. The driftdead is suppressed by Obozaya's attack, taking a –1 circumstance penalty on attack rolls and a –10-foot status penalty to Speed until the start of her next turn.
Thurston: One foe falls to Obozaya's barrage. There's a sudden lurch that feels like being pulled into the Drift as the dead ysoki from the airlock phases through the floor and lunges at Dae claws first!
That is the end of the first round of combat. The second round begins immediately after this, using the same initiative order as before and including the new foe. The fight is just beginning…
Using This Book
Chapter 1: Introduction
Chapter 2: Ancestries & Backgrounds
Chapter 3: Classes
Chapter 4: Skills
Chapter 5: Feats
Chapter 6: Equipment
Chapter 7: Spells
Chapter 8: Playing the Game
Appendices
Format of Rules
The names of specific statistics, skills, feats, actions, and some other mechanical elements in Starfinder are capitalized. This way, when you see the statement “a Strike targets Armor Class,” you know that both Strike and Armor Class are referring to rules.
If a word or a phrase is italicized, it's describing a spell or a magic item. This way, when you see the statement “the radiation from an atomic blast lingers in the room”, you know that the words denote the atomic blast spell, rather than a non-magical atomic blast.
Understanding Actions
Throughout this book, you will see special icons to denote actions.
[one-action] Single Actions
[reaction] Reactions
[free-action] Free Actions
Activities
Activities that use two actions use this symbol: [two-actions]. Meanwhile, activities that use three actions use this symbol: [three-actions]. There are also special activities, such as spells you can cast in an instant, which use a free action or a reaction.
All tasks that take longer than a turn are activities. If an activity is meant to be done during exploration, it has the exploration trait. An activity that takes a day or more of commitment and that can be done only during downtime has the downtime trait.
Reading Rules
Regardless of the game mechanic they convey, rules elements are always presented in the form of a stat block, a summary of the rules necessary to bring the monster, character, item, or other rules element to life during play. Where appropriate, rules presentations are introduced with an explanation of their format. For example, the Ancestry section of Chapter 2 contains rules for the ten ancestries in this book, and an explanation of the ancestry sections appears at the beginning of that chapter.
The general format for stat blocks is shown below. Entries are omitted from a stat block when they don't apply, so not all rule elements will have ever each of the entries given below. Actions, reactions, and free actions each have the corresponding icon next to their name to indicate their type. An activity that can be completed in a single turn has a symbol indicating how many actions are needed to complete it; activities that take longer to perform omit these icons. If a character must attain a certain level before accessing an ability, that level is indicated to the right of the stat block's name. Rules also often have traits associated with them.
Spells, tech items, and magic items use a similar format, but their stat blocks contain a number of unique elements, such as the possible magical traditions for a spell (see Chapter 7 for more on reading spells).
Action or Feat Name [one-action] Level
Trait
Prerequisites Any minimum attributes, feats, proficiency ranks, and so forth you must have to select this rules element are here. Feats also have a level prerequisite, listed above.
Frequency The limit on how often you can use the ability.
Trigger Reactions and some free actions have triggers that must be met before they can be used.
Requirements Sometimes you must have a certain item or be in a certain circumstance to use an ability.
This section describes the effects or benefits of a rules element. If the rule is an action, it explains what the effect is or what you must roll. If it's a feat that modifies an existing action or grants a constant effect, the benefit is explained here.
Special Any special qualities of the rule are explained in this section. Usually this section appears in feats you can select more than once, explaining what happens when you do.
Sometimes an ability will grant multiple actions or an action in addition to other benefits. These are condensed into a shorter format using the same categories, as seen below.
Name [one-action] (traits) Frequency how often it can be used; Trigger when a reaction or free action can be used; Requirements some actions require specific circumstances, listed here; Effect this section explains how the ability changes the world.
Character Creation
This section provides a step-by-step guide for creating a character using the Starfinder rules, preceded by a guide to help you understand attribute modifiers. These modifiers are a critical part of your character, and you will be asked to make choices about them during many of the following steps. The steps of character creation are presented in a suggested order, but you can complete them in whatever order you prefer.
Many of the steps on pages 18–25 instruct you to fill out fields on your character sheet. The character sheet is shown on pages 20–21; you can find a copy in the back of this book or on paizo.com as a free PDF. The character sheet is designed to be easy to use when you're actually playing the game, but creating a character happens in a different order, so you'll move back and forth through the character sheet as you go through the character creation process. Additionally, the character sheet includes every field you might need, even though not all characters will have something to put in each field. If a field on your character sheet is not applicable to your character, you can just leave that field blank.
All the steps of character creation are detailed on the following pages; each is marked with a number that corresponds to the sample character sheet on pages 20–21, showing you where the information goes. If the field you need to fill out is on the third or fourth page of the character sheet, which aren't shown, the text will tell you.
If you're creating a higher-level character, it's a good idea to begin with the instructions here, then turn to the instructions on leveling up characters.
Step 1: Create A Concept
Each player takes a different approach to creating a character. Some want a character who will fit well into the story, while others look for a combination of abilities that complement each other mechanically. You might combine these two approaches. There is no wrong way!
Once you have a good idea of the character you'd like to play, move on to Step 2 to start building your character.
Ancestry, Background, Class, or Details
Building a character around a specific ancestry, background, or class can be a fun way to interact with the galaxy's lore. For example, you could play a pacifist vesk who prefers negotiation over conflict, or a pahtra imperial spy.
Faith
Your Allies
Step 2: Start Building Attribute Modifiers
Your character's attribute modifiers each start at +0, and as you select your ancestry, background, and class, you'll apply attribute boosts, which increase a modifier by 1, and attribute flaws, which decrease a modifier by 1. At this point, just note a +0 in each attribute modifier and familiarize yourself with the rules for attribute boosts and flaws on page 23. This is also a good time to identify which attribute modifiers will be most important to your character; for instance, if you want to play a dashing space pirate captain, you might want to focus on a character with a high Dexterity attribute (to ensure they're good with Piloting and Stealth) who also has a bit of Charisma (to fast-talk the authorities if they get caught). See the Six Attribute Modifiers sidebar above and the class summaries for more information.
Step 3: Select an Ancestry
You'll have four decisions to make when you choosing your character's ancestry.
- Pick the ancestry itself.
- Select a heritage from those available within that ancestry, further defining the traits your character was born with.
- Assign any free attribute boosts and decide if you are taking any voluntary flaws.
- Choose an ancestry feat, representing an ability your hero learned at an early age.
Step 4: Pick a Background
Step 5: Choose a Class
You don't need to write down all of your character's class features yet. You simply need to know which class you want to play, which determines the attribute modifiers that will be most important for your character.
Step 6: Finish Attribute Modifiers
Do these two things:
- First, make sure you've applied all the attribute boosts and attribute flaws you've noted in previous steps (from your ancestry, background, and class).
- Then, apply four free attribute boosts to your character's attribute modifiers. Choose a different attribute modifier for each and increase that attribute modifier by 1.
Remember that each attribute boost adds 1 to the base modifier of +0, and each attribute flaw subtracts 1. You should have no attribute modifier lower than –1 or higher than +4.
Step 7: Record Class Details
- To determine your total starting Hit Points, add together the number of Hit Points your character gains from their ancestry (chosen in Step 3) and the number of Hit Points they gain from their class.
- The Initial Proficiencies section of your class entry indicates your character's starting proficiency ranks in a number of areas. Choose which skills your character is trained in and record those, along with the ones set by your class. If your class would make you trained in a skill you're already trained in (typically due to your background), you can select another skill to become trained in.
- See the class advancement table in your class entry to learn the class features your character gains at 1st level. You have already chosen an ancestry, background, and free attribute boosts, but these are listed in the table as a reminder. Some class features require you to make additional choices, such as selecting spells.
Step 8: Buy Equipment
You'll also want equipment like cable line, flashlights, toolkits, and other traveling gear, and maybe even a serum or sprayflesh for emergency medical needs. Augmentations that change your body, upgrades for your armor and weapons, and magic items are pricier options that you probably won't be able to afford yet, but window shopping is free!
Step 9: Calculate Modifiers
Perception
Saving Throws
Melee Strikes and Ranged Strikes
Skills
Step 10: Finishing Details
Edicts and Anathema
For most characters, these are entirely optional, though it's best to consider taking some on as you create your character to hone in on how they think. If you follow a deity, you might take inspiration from the edicts and anathema listed for them on the Deities page. Ancestry entries list edicts and anathema prevalent among their communities.
Changing Edicts and Anathema
Port of Call
Home World
Deity
Age
Gender and Pronouns
Class DC
Hero Points
Armor Class (AC)
Bulk
Sample Character
Steps 1 and 2
Step 3
Step 4
Step 5
Step 6
Step 7
Turning to skills, Jessica marks Athletics as trained because all solarians are trained in Athletics. She then gets to choose four more skills (if her character had a higher Intelligence, she would have gotten more). She double checks to make sure she correctly marked all her skills from steps 3 and 4 as Trained. She decides on Computers, Acrobatics, Occultism, Survival, and Thievery, marking all of them as trained. Next, she adds the 10 Hit Points from the solarian class and her Constitution modifier of +3 to the 10 Hit Points from her shirren ancestry for an impressive 23 total Hit Points.
Moving on to class features, Jessica makes note of her solar manifestations. She chooses a halberd as her solar weapon and writes its graviton and solar forms in the Melee Strikes area, noting its reach trait. She then records her Solar Shot's graviton and solar forms in the Ranged Strikes area. Next, she records her Nimbus Surge reaction in the Free Actions and Reactions section of her character sheet. Jessica chooses the Stellar Rush feat and marks that in the feats area.
Step 8
Step 9
Step 10
Leveling Up
Each time your character reaches 1,000 Experience Points, their level increases by 1. On your character sheet, indicate your character's new level beside the name of their class, and deduct 1,000 XP from their XP total. If you have any Experience Points left after this, record them—they count toward your next level, so your character is already on their way to advancing yet again!
Next, return to your character's class entry. Increase your character's total Hit Points by the number indicated for your class. Then, take a look at the class advancement table and find the row for your character's new level. Your character gains all the abilities listed for that level, including new abilities specific to your class and additional benefits all characters gain as they level up. For example, all characters gain four attribute boosts at 5th level and every 5 levels thereafter.
You can find all the new abilities specific to your class, including class feats, right in your class entry, though you can also use class feats to take an archetype (page 174). Your character's class entry also explains how to apply any attribute boosts and skill increases your character gains. If they gain an ancestry feat, head back to the entry for your character's ancestry in Chapter 2 and select another ancestry feat from the list of options. If they gain a skill increase, refer to Chapter 4 when deciding which skill to apply it to. If they gain a general feat or a skill feat, you can choose from the feats listed in Chapter 5. If they can cast spells, see the class entry for details on adding spell slots and spells. It's also a good idea to review your character's spells in Chapter 7 and see if there are heightened versions they can now cast.
Once you've made all your choices for your character's new level, be sure to go over your character sheet and adjust any values that have changed. At a bare minimum, your trained or higher proficiency bonuses all increase by 1 because you've gained a level, so your AC, attack rolls, Perception, saving throws, skill modifiers, spell DC, and class DC all increase by at least 1. You might need to change other values because of skill increases, attribute boosts, or class features that either increase your proficiency rank or increase other statistics at certain levels. If an attribute boost increases your character's Constitution modifier, recalculate their maximum Hit Points using their new Constitution modifier (typically, this adds 1 Hit Point per level). If an attribute boost increases your character's Intelligence modifier, they become trained in an additional skill and language. Some feats grant a benefit based on your level, such as Toughness, and these benefits are adjusted whenever you gain a level as well.
You can perform the steps in the leveling-up process in whichever order you want. For example, if you wanted to take the skill feat Intimidating Prowess as your skill feat at 10th level, but your character's Strength modifier was only +2, you could first increase their Strength modifier to +3 using the attribute boosts gained at 10th level, and then take Intimidating Prowess as a skill feat at the same level.
Exploring the Galaxy
The Starfinder Roleplaying Game rules come with their own default setting: the galaxy known as Desna's Path. The galaxy is full of wonder and peril, advanced technology, magic, meddling deities, and countless new worlds to explore. Starfinder's setting combines elements of science fiction with classic fantasy elements while taking inspiration from the modern world. All kinds of characters can find a place in the galaxy, and there are many galactic events, people, and plot hooks that a player can base a character around.
The Gap
What Does My Character Know?
- The galaxy is magical. Proof of people who magically change reality and channel the primeval forces of the universe is everywhere, and people know that it's real. Magic and technology often blend into powerful equipment known as magitech, and the presence of gods and fiends manifests in undeniable ways.
- The galaxy has technology. Tech from computers to starship systems are part of everyday life. Most people learn the basics of how to use tech in school or on the job. People communicate with each other instantaneously using comm units and the infosphere, a virtual network connecting a world or settlement. Inventions like laser guns, cybernetic body augmentations, and medical serums have been commonplace for hundreds of years.
- The galaxy is connected. Adventurers have used magical engines and powerful spells to explore the galaxy since ancient times, but such travel was rare until the god Triune introduced hyperspace travel through the mysterious plane of existence known as the Drift. Triune's devoted followers build magical buoys called Drift beacons that allow ships to navigate hyperspace travel and transmit long distance messages. It takes only days or weeks to travel vast interstellar distances for a ship with a Drift engine. Drift lanes connect major ports, making trips even faster, and journeys to Absalom Station are always swift because of the Starstone.
- The galaxy is diverse. Countless worlds and cultures flourish all over the galaxy (and beyond). Travelers from Near Space often visit the Pact Worlds (and vice versa). Visitors from the Vast are rarer, but such travel is possible.
- The galaxy is dangerous. Among the planets occupied by the allied Pact Worlds to Near Space and the remote Vast, there's usually something causing trouble somewhere. Adventurers are always seeking knowledge, riches, and new homes in this limitless and perilous galaxy!
The Pact Worlds
The united worlds are Absalom Station, Aballon, Castrovel, Akiton, Verces, the Diaspora, Eox, Triaxus, Dykon, Kalo-Mahoi, Marata, Liavara, and Bretheda. The Idari—a starship—is counted among their number, as is Pulonis, a planet in the Ghavaniska system that was formerly occupied by the Veskarium.
What's left of Aucturn, a planet destroyed by the birth of a god, floats among the field of ice and haunted space junk ringing the system's outskirts, called the Gelid Edge.
Near Space
Near Space regions include the Veskarium, an empire of seven conquered planets and a few dozen colonies ruled by vesk military leaders; the Marixah Republic, a group of allied planets emerging onto the galactic stage; the Gideron Authority, an aggressive regime created by isolated colonists grabbing for power; Kreiholm Freehold, a coalition of peoples from the distant Scoured Stars system who banded together for mutual aid generations ago; and the Szandite Collective, a federation of worlds linked by ancient magic.
The Vast
Regions of the Vast include the Azlanti Star Empire, a vast territory of unknown size controlled by a colonizing regime ruled by the descendants of a human nation from lost Golarion; Kazmurg's Absurdity, a recently opened sector of space fractured by old magic and filled with new possibilities; Lajok, the vlaka home world of mysterious ruins orbiting a reborn sun; and the Scoured Stars, a trinary star system lorded over by the jealous god Kadrical and his jinsul servitors.