Chapter 6: Equipment
Your character starts out with 150 credits to spend on any common items from this chapter. Credits are a galactic currency used to barter and trade for goods in the Starfinder setting. Items with an uncommon rarity can be purchased only if you have special access from abilities you selected during character creation or your GM gives you permission to purchase them.
Once you've purchased your starting items, there are three main ways to gain new items and equipment: you can find them during an adventure, make them using the Crafting skill, or purchase them from a vendor.
Credits and Currency
Pact credits themselves are a combination of both digital and physical currency assets. One person might contain all their credits on a digital datacrypt that's safeguarded by the most rigorous of protections and authenticated by reputable banking institutions. Another person might keep their wealth on privately minted plastic chips that have been magically enhanced to contain a specific aura that can be authenticated by any basic device capable of scanning currency.
Credsticks
Credsticks aren't gateways to the entirety of one's wealth, and larger stores of credits are often kept secured in banks, personal vaults, or secure databases. Instead, a credstick is a safe and anonymous means of moving credits around without being traced. Adventurers and common citizens alike often keep a credstick on their person to handle any purchases they might be called upon to make, while also only keeping just enough credits on them that losing the credstick wouldn't result in bankruptcy.
Individuals in the Pact Worlds often carry credsticks, and other civilizations that interact with the Pact often turn local funds into credits and thus carry them to spend their converted currency. Sometimes a person might carry several credsticks, dedicating each one to a different use, or simply trading the stick away if they want to make a purchase of a predefined amount. If ever the number of credsticks on a person becomes too cumbersome, it's easy enough to move the funds between individual sticks and discard emptied sticks to save on space, however a credstick always has a negligible bulk.
Other Currency
Price
Universal Polymer Base (UPB)
UPBs are so common that they're used as currency in many major settlements and trade hubs. While credsticks are a more convenient and secure way to carry value, UPBs have the advantage of direct utility and untraceability.
Characters can use UPBs in place of credits for crafting items using maker's kits; in fact, they're necessary for the use of certain tools.
Item Level
Carrying and Using Items
Drawing a worn item or changing how you're carrying an item usually requires you to use an Interact action (though to drop an item, you use the Release action instead). Changing Equipment lists some ways that you might change the items you're holding or carrying, and the number of hands you need to do so.
Many ways of using items require you to spend multiple actions. For example, drinking a serum worn at your belt requires using an Interact action to draw it and then using a second action to drink it as described in its Activate entry (Serums).
Bulk
Bulk Limits
Bulk Values
Estimating an Item's Bulk
Bulk of Creatures
| Size of Creature | Bulk |
|---|---|
| Tiny | 1 |
| Small | 3 |
| Medium | 6 |
| Large | 12 |
| Huge | 24 |
| Gargantuan | 48 |
Dragging
Items and Sizes
These rules for Bulk limits come up most often when a group tries to load up a mount or vehicle. The rules for items of different sizes tend to come into play when the characters defeat a big creature that has gear, since usually the only creatures of other sizes are creatures under the GM's control.
In most cases, Small or Medium creatures can wield a Large weapon, though it's unwieldy, giving them the clumsy 1 condition, and the larger size is canceled by the difficulty of swinging the weapon, so it grants no special benefit. Large armor is simply too large for Small and Medium creatures.
Bulk Conversions for Different Sizes
| Creature Size | Bulk Limit | Treats as Light | Treats as Negligible |
|---|---|---|---|
| Tiny | Half | — | none |
| Small or Med. | Standard | L | — |
| Large | ×2 | 1 Bulk | L |
| Huge | ×4 | 2 Bulk | 1 Bulk |
| Gargantuan | ×8 | 4 Bulk | 2 Bulk |
Items of Different Sizes
Higher-level magic and tech items that cost significantly more than 8 times the cost of a mundane item use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on the Differently Sized Items table, then use the formula in the material's entry to determine the item's Price.
| Creature Size | Price | Bulk | Light Becomes | Negligible Becomes |
|---|---|---|---|---|
| Tiny | Standard | Half* | — | — |
| Small or Med. | Standard | Standard | L | — |
| Large | Standard | ×2 | 1 Bulk | L |
| Huge | ×4 | ×4 | 2 Bulk | 1 Bulk |
| Gargantuan | ×8 | ×8 | 4 Bulk | 2 Bulk |
| * An item that would have its Bulk reduced below 1 has light Bulk. | ||||
Wielding Items
| Change | Hands | Action |
|---|---|---|
| Draw or put away a worn item, swap one item for another, or pick up an item1 | 1 or 2 | Interact |
| Pass an item to or take an item from a willing creature2 | 1 or 2 | Interact |
| Drop an item to the ground | 1 or 2 | Release |
| Detach a shield or item strapped to you | 1 | Interact |
| Change your grip by removing a hand from an item | 2 | Release |
| Change your grip by adding a hand to an item | 2 | Interact |
| Retrieve an item from a backpack3, sack, or similar container | 2 | Interact |
| 1 If you retrieve a two-handed item with only one hand, you still need to change your grip before you can wield or use it. | ||
| 2 A creature must have a hand free for someone to pass an item to them, and they might then need to change their grip if they receive an item requiring two hands to wield or use. | ||
| 3 Retrieving an item stowed in your own backpack requires first taking off the backpack with a separate Interact action. | ||
Improving Equipment
Paizo Clarification
No item should ever have upgrades and runes at the same time. Combining the two technologies could be a special feature in your campaign, but individual upgrades are not designed for compatibility with runes (and vice-versa).Grades of Equipment
Armor, shields, and weapons (pages 244, 250, and 253 respectively) are typically listed using their lowest available grade, usually commercial. Each grade beyond the first provides the equipment with additional statistics as given in the tables listed for the appropriate item. Equipment listed with multiple grades in their entry do not use these charts and instead use the statistics listed for each grade in their description.
Armor, shields and weapons gain more upgrade slots as they improve. Higher grades of armor add more AC and gains the resilient trait, improving the saving throws of their wielder by the listed value. Higher grades of weapons have improved damage dice and gain the tracking trait, improving their attack rolls by the listed value. Higher grades of shields have increased Hardness, Hit Points, and BT.
Improving Equipment
If you have the formula for the item you can improve an item by supplying UPB equal to half the difference between the two items, but you must work multiple days to reduce the materials needed to complete the item as usual with the Craft activity. You cannot improve an item to a higher-grade version if you're not capable of Crafting items of that level.
Item Damage
An item that takes damage can become broken and eventually destroyed. It becomes broken when its Hit Points are equal to or lower than its Broken Threshold (BT); once its Hit Points are reduced to 0, it is destroyed. A broken item has the broken condition until Repaired above its Broken Threshold. Anything that automatically makes an item broken immediately reduces its Hit Points to its Broken Threshold if the item had more Hit Points than that when the effect occurred. If an item has no Broken Threshold, then it has no relevant changes to its function due to being broken, but it's still destroyed at 0 Hit Points. A destroyed item can't be Repaired.
An item's Hardness, Hit Points, and Broken Threshold usually depend on the material the item is made of. Information on materials appears in Starfinder GM Core.
Object Immunities
Broken
A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth.
If an effect makes an item broken automatically, and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold.
Shoddy Items
Attacks and checks involving a shoddy item take a –2 item penalty. This penalty also applies to any DCs that a shoddy item applies to (such as the AC provided when wearing shoddy armor or the DC to break out of shoddy manacles). A shoddy suit of armor also worsens the armor's check penalty by 2. A shoddy item's Hit Points and Broken Threshold are each half that of a normal item of its type.
Formulas
For the Price listed on the table, you can buy a common formula. A purchased formula is a virtual file downloaded onto a computer containing the schematics and print-ready 3D models of the item. Paper formulas can exist for some items, which have Light bulk and don't have the virtual trait.
If you have a formula, you can Craft a copy of it using the Crafting skill. You can also Craft a formula by reverse engineering it from an item you possess. Use the formula's Price and the item's Craft DC. You must meet any requirements to Craft the item, except you don't need to have access to the item or meet any special Craft Requirements listed in the item's stat block unless the GM determines otherwise.
| Level | Price |
|---|---|
| 0* | 5 credits |
| 1 | 10 credits |
| 2 | 20 credits |
| 3 | 30 credits |
| 4 | 50 credits |
| 5 | 80 credits |
| 6 | 130 credits |
| 7 | 180 credits |
| 8 | 250 credits |
| 9 | 350 credits |
| 10 | 500 credits |
| 11 | 700 credits |
| 12 | 1,000 credits |
| 13 | 1,500 credits |
| 14 | 2,250 credits |
| 15 | 3,250 credits |
| 16 | 5,000 credits |
| 17 | 7,500 credits |
| 18 | 12,000 credits |
| 19 | 20,000 credits |
| 20 | 35,000 credits |
| *Formulas for all 0-level common items from this chapter can be purchased collectively in a maker's app. | |
Tech Gear
The tables starting on page 240 list the Price and Bulk entries for a wide variety of gear you can use to kit out your character. Any item with a number after it in parentheses indicates that the item's Price is for the indicated quantity, though the Bulk entry for such an item is the value for only one such item.
Hands
Wearing Tools
Adventuring Gear
Medical Items
Some medical items have the tech trait. Some also have the consumable trait, which means that the item is used up once activated. Rules for creating medical items are found in the Craft activity, and you must have the Serum Crafting skill feat to Craft medical items.
Medpatches
Hypopens
Serums
Other Consumables
Services
Spellcasting
| Spell Rank | Price* |
|---|---|
| 1st | 30 credits |
| 2nd | 70 credits |
| 3rd | 180 credits |
| 4th | 400 credits |
| 5th | 800 credits |
| 6th | 1,600 credits |
| 7th | 3,600 credits |
| 8th | 7,200 credits |
| 9th | 18,000 credits |
| *Plus any cost required to cast the specific spell. | |
| Standard of Living | Week | Month | Year |
|---|---|---|---|
| Subsistence | no cost | no cost | no cost |
| Comfortable | 10 credits | 40 credits | 400 credits |
| Fine | 300 credits | 1,300 credits | 16,000 credits |
| Extravagant | 1,000 credits | 4,300 credits | 52,000 credits |
Armor
Armor Class
Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense.
Donning and Removing Armor
Environmental Protection
Armor environmental protections work only while within a thick or thin atmosphere, a vacuum, or non-hazardous liquid. In all other environments, armor is designed to cycle down, refill its air supply, and filter in the surrounding environment by entering low-power mode. This enables the armor to conserve power and air for unexpected emergencies, and to ensure its delicate systems are constantly operating at peak efficiency. To protect yourself from other environmental dangers, such as radiation, you can install armor upgrades into your armor's upgrade slots.
Armor Protections: All armors, except those with the exposed trait, allow you to breathe and survive in a thick or thin atmosphere, a vacuum, or in non-hazardous underwater environments. This does not prevent inhaled toxins or similar effects from entering your armor's systems. Ancestries like kalo that require specific environmental conditions to survive can easily obtain or modify armor to suit these needs. The wearer can activate or deactivate an armor's protections with an Interact action. A suit of armor's environmental protections last for a number of days equal to its item level (minimum 1 day).
Activation and Duration
The duration of armor's environmental protections is utilized in 1-day increments. Recharging this duration requires access to a functioning starship or an environment recharging station (publicly available in most technologically advanced or technologically average settlements) and takes 10 minutes. Most of the recharging stations that replenish devices, such as batteries, also recharge armor's environmental protections, and using them to recharge suits is typically free of charge. Other functions of the armor that do not have a duration still work normally.
Armor Statistics
Category
AC Bonus
Dexterity Modifier Cap (Dex Cap)
Check Penalty
Speed Penalty
Strength
Bulk
Upgrades
Group
| Grade | Level | Improvement Price | Total Price | Upgrades | AC Bonus Increase | Traits |
|---|---|---|---|---|---|---|
| Commercial | 0 | — | — | — | +0 | — |
| Tactical | 5 | +1,600 credits | 1,600 credits | +1 | +1 | — |
| Advanced | 8 | +3,400 credits | 5,000 credits | +1 | +1 | Resilient +1 |
| Superior | 11 | +9,000 credits | 14,000 credits | +2 | +2 | Resilient +1 |
| Elite | 14 | +31,000 credits | 45,000 credits | +2 | +2 | Resilient +2 |
| Ultimate | 18 | +195,000 credits | 240,000 credits | +3 | +3 | Resilient +2 |
| Paragon | 20 | +460,000 credits | 700,000 credits | +3 | +3 | Resilient +3 |
Armor Specialization Effects
Shields
Raise a Shield is the action most commonly used with shields. Most shields must be held in one hand, so you can't hold anything with that hand and Raise a Shield, and you lose its benefits if that hand is no longer free. A compact shield and an irising shield don't take up your hand, so you can Raise a Shield with a compact shield or irising shield if the hand is free or if it's holding a light object that's not a weapon. You lose the benefits of Raise a Shield if that hand no longer meets these conditions. Irising shields and phase shields only count as a shield when deployed, as noted in their description. You can't Raise a Shield with an irising shield or phase shield unless it's deployed.
When you have a riot shield or mobile bulwark raised, you can use the Take Cover action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised or until any of the normal conditions that end Take Cover occur, whichever comes first. If you would provide lesser cover against an attack, having your riot shield or mobile bulwark raised provides standard cover against it (and other creatures can Take Cover as normal using the cover from your shield).
If you have access to the Shield Block reaction (from your class or from a feat), you can use it while Raising your Shield to reduce the damage you take by an amount equal to the shield's Hardness. Both you and the shield then take any remaining damage.
Shield Statistics
AC Bonus
Hardness
HP (BT)
Attacking with a Shield
| Grade | Level | Upgrade Price | Total Value1 | Hardness | HP | BT |
|---|---|---|---|---|---|---|
| Commercial | 0 | — | — | — | — | — |
| Tactical | 5 | +750 credits | 750 credits | +3 | +46 | +23 |
| Advanced | 8 | +2,250 credits | 3,000 credits | +3 | +56 | +28 |
| Superior | 11 | +6,000 credits | 9,000 credits | +3 | +68 | +34 |
| Elite | 14 | +16,000 credits | 25,000 credits | +5 | +80 | +40 |
| Ultimate | 18 | +55,000 credits | 80,000 credits | +6 | +100 | +50 |
| Paragon | 20 | +240,000 credits | 320,000 credits | +7 | +120 | +60 |
| 1 Total value does not include the price of the base commercial shield. | ||||||
Weapons
Attack Rolls
Bonuses and penalties apply to these rolls, just like with other types of checks. Weapons with the tracking trait add an item bonus to your attack rolls, improving your ability to hit targets.
Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a finesse weapon) + proficiency bonus + other bonuses + penalties
Ranged attack roll result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties
Multiple Attack Penalty
The multiple attack penalty doesn't apply to attacks you make when it isn't your turn (such as attacks made as part of a reaction). You can use a weapon with the agile trait to reduce your multiple attack penalty.
Damage Rolls
Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties
Ranged damage roll = damage die of weapon (+ Strength modifier for a thrown weapon or half Strength modifier for a propulsive weapon) + other bonuses + penalties
Ranged weapons don't normally add an attribute modifier to the damage roll, though thrown weapons add your full Strength modifier. At higher levels, most characters also gain extra damage from weapon specialization. Improved versions of weapons also deal more damage.
Critical Hits
If you critically succeed at a Strike, your attack deals double damage. Other attacks, such as spell attack rolls and some uses of the Athletics skill, describe the specific effects that occur when their outcomes are critical successes.
Unarmed Attacks
The unarmed attacks table lists the statistics for an unarmed attack with a fist, though you'll usually use the same statistics for attacks made with any other parts of your body. Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks such as tails or claws. Details for those unarmed attacks are provided in the abilities that grant them.
Improvised Weapons
Weapon Statistics
Damage
Range
For example, a commercial semi-auto pistol takes no penalty against a target up to 60 feet away, a –2 penalty against a target beyond 60 feet but up to 120 feet away, a –4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet.
Reload
An item with an entry of “—” must be drawn to be thrown, which usually takes an Interact action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon.
Bulk
Hands
Multi-Armed Characters: Characters that have more than two hands, like kasathas, can hold more items and weapons than typically expected. Performing actions with multiple pairs of arms concurrently is a challenge and can't be done without intensive training. You must designate a pair of hands as your active hands. You can change this designation from one pair of hands to another by taking the Switch Hands action. Some feats can adjust your skill with multiple hands. You can only attack with weapons wielded in your active hands.
Paizo Clarification
You can do anything with inactive hands you could do with your primary hands, except wield equipment that needs to be wielded to function normally, such as weapons and shields. You can even Grab enemies with your inactive hands!Magazine
Paizo Clarification
A PC may load different types of ammunition into the same magazine. While you are welcome to implement more complex variant rules, our adventures assume that a PC can choose which projectile their guns fire each time they shoot. If using an automatic weapon, the character using Automatic Fire can choose which creature gets hit by which projectile.Expend
Upgrades
Group
Weapon Traits
Critical Specialization Effects
| Grade | Level | Upgrade Price | Total Value1 | Upgrades | Damage Dice | Traits | |
|---|---|---|---|---|---|---|---|
| Commercial | 0 | – | – | +0 | 1 | – | |
| Tactical | 2 | +350 credits | 350 credits | +0 | 1 | Tracking +1 | |
| Advanced | 4 | +650 credits | 1,000 credits | +1 | 2 | Tracking +1 | |
| Superior | 10 | +9,000 credits | 10,000 credits | +1 | 2 | Tracking +2 | |
| Elite | 12 | +10,000 credits | 20,000 credits | +2 | 3 | Tracking +2 | |
| Ultimate | 16 | +80,000 credits | 100,000 credits | +2 | 3 | Tracking +3 | |
| Paragon | 19 | +300,000 credits | 400,000 credits | +3 | 4 | Tracking +3 | |
| 1 Total value doesn't include the price of the base commercial weapon. | |||||||
Armor Upgrades
Activating Armor Upgrades
Limited Armor Upgrades
Environmental Protection Upgrades
Weapon Upgrades
Activating Weapon Upgrades
Limited Weapon Upgrades
Weapon Upgrade Limitations
Solarian Crystals
A solarian can add a solarian crystal to their solar weapon or solar flare by spending an Interact action, and it remains until they remove it with another Interact action. A solarian's solar weapon and solar flare can have one weapon potency and one striking crystal each, plus a number of orbital crystals equal to the value of the weapon potency crystal they're using with their weapon or flare.
Solarian crystal abilities must be activated following the rules for activating items.
Core Solarian Crystals
Orbital Solarian Crystals
Precious Ammunition & Weapons
A material's Price depends on how hard it is to work, its scarcity, and its purity; most items made with precious materials use an alloy, blend, or coating rather than using the material in its purest form. The three grades of purity for precious materials are low grade, standard grade, and high grade. Regardless of a precious material's purity, an item made from it gains the full effects of the precious material, but creating higher-level items and more powerful magic runes with precious material requires greater purity.
Some precious materials are available only at certain grades. For instance, adamantine can't be low grade, and orichalcum must be high grade. Items made of materials with a lower grade than expected for the item's level, or of a higher grade than necessary, will mention the precious material's grade.
Grenades
Unlike most weapons, grenades can bounce off a solid surface (not a creature) once without exploding. This allows for grenades to move in a straight line toward a solid surface, then move up to their remaining distance in another straight line from that point, potentially even bouncing out of line of sight.
Grenade Launchers
Magic Items
Technology and magic are everywhere in the galaxy. While some magic equipment have gone unchanged for thousands of years, the integration of technology to improve the functionality or cost of many popular items has given rise to hybrid items, which have both the magical and tech traits.
The tables on pages 286–287 list level, price, Bulk, and hands entries for a wide variety of magic and hybrid items. Each item has its own rules for how it functions: some require bespoke activations, while others function automatically, such as by granting constant item bonuses or other benefits when worn or held.
Investing Magic Items
Activating Items
Activating Invested Items
Manipulate Activations
Limited Activations
Cast a Spell
Augmentations
Paizo Clarification
You cannot loot augmentations. Your GM may determine that a creature with augmentations is viable for Crafting a wider variety of items using the Monster Crafting feat.Implantation
As augmentations can apply to any of the numerous ancestries across the universe, there's no set usage for them. While an augmentation's entry suggests body parts, the GM can allow other applications.
Implant Limit
Removing Augmentations
Activating Augmentations
Biotech
Cybernetics
Magitech
Apex Augmentations
You can only gain an attribute increase from one apex augmentation, though you do gain any other effects or abilities of other installed apex augmentations If you have multiple apex augmentations, decide during your daily preparations which one provides an attribute increase that day, if any.
Apex augmentations can be biotech, cybernetics, or magitech. Add the appropriate trait to the item upon crafting or purchasing.