Chapter 2: Building Games

Game Mastering can be an extremely creative endeavor, and this chapter gives you a suite of tools to create your own campaign or adventure. You can even customize your own creatures, hazards, and items to populate your game, or even invent your own game world!

Where Chapter 1 gave you the information to run a game, whether it was your own creation or someone else's, this chapter digs deep into making the game fully your own. This chapter is organized into the following sections.
  • Campaign Structure discusses how you might connect multiple different events, encounters, and adventures together to create a longer story.
  • Adventure Design suggests common themes and tropes used in roleplaying adventures and gives advice on how to make sure your game is fun and exciting for your players.
  • Encounter Design explains how to create compelling and dynamic conflict in your game, be it violent combat or clever social debate.
  • Variant Rules contains changes to the base Starfinder rules that offer a different play experience from the baseline.
  • Afflictions provides a plethora of curses and diseases for use in your games.
  • Environment gives rules for overcoming obstacles and natural hazards that might be found in the surrounding area.
  • Hazards are harrowing traps that might protect a building or dungeon. This section is filled with hazards to challenge your players in their explorations.
  • Building Hazards offers advice on how to create your own brand-new hazards.
  • Building Creatures demonstrates a topdown approach for quickly and easily constructing the creatures and NPCs you want or need for any possible situation in your game.
  • Building Items teaches you how to create new pieces of treasure to delight your PCs.
  • Building Worlds explains how to go about building your own entire world or setting from scratch.

To Create or Adapt

The material in this section can be used as an example for when you actually need to make your own rules elements or adventure and for when you can adapt. Many times, a small adjustment to an existing creature, item, adventure, or other part of the game can serve you just as well as building something brand new. For example, you might add a ranged attack to a classic Pathfinder creature or create a variant version of a creature from Alien Core. Before you delve into creating your own new content, ask yourself a few questions.
  1. Does something similar already exist? Look beyond the surface level. Maybe you want a small, low-level robot that's sneaky. It might not look like a squox on the surface, but copying the statistics for the squox are going to get you mostly there.
  2. What do you need to change between your idea and the existing material? This will help you decide between using the original rule with minimal modification, using the original with adjustments, starting with the original as a framework to build your own, or just starting from scratch. Typically, creating something from scratch is a lot more work than modifying existing content.
  3. How much time do you have to prepare the content? If time is tight, you might want to spend your time on something with a bigger impact. The less important an element is to your game, or the less time you'll be using it at the table, the more likely you should modify something that already exists. Unless you're building your entire game world from scratch, you can usually wait to implement any new rules and creations until you think you'll need it for your next session.

Scope of Changes

It's up to you to determine how much of your game you want to customize. Many GMs use the default rules and creatures and set their adventures in the Pact Worlds or another published game world. Other GMs devise and incorporate allnew creatures and places with strange themes that don't fit in the standard Starfinder game or galaxy. Neither of these approaches is inherently better than the others. The most important thing remains creating a story collaboratively with the rest of your group while having fun.

Determining what your group wants out of the game and setting makes a big difference here. If you're playing Starfinder with a major goal of exploring the Pact Worlds, it's more likely you'll use “stock” elements rather than creating new ones. On the other hand, it could be more interesting for your players to see brand-new things if they play with you to experience your own creative voice, or if they're experienced Starfinder players looking for variety.

Campaign Structure

Each adventure presents one contained story, but your campaign tells a more expansive one. Think of each adventure like an episode or arc and the campaign as a whole series. Though each adventure might tell a vastly different story, they should all tie into the themes and characters that stretch across the whole campaign.

A campaign interweaves multiple stories: the events of each adventure, the personal triumphs and failures of each PC, and the stories of NPCs who appear throughout. That means a campaign can become more than the sum of its parts. A campaign provides the overall structure for your Starfinder game. As you prepare for your campaign, you'll establish its scope and themes, which you'll then reinforce in the adventures and scenes that take place within it. When you start out, you'll likely have a core structure in mind for your campaign, but through play, it can—and should—grow and evolve.

Campaign Length

The length of a campaign can range from just a few sessions to many years. Two main factors determine campaign length: how much time you need to complete the story and how much time players want to devote to the game.

You can estimate how long a campaign will take by looking at the amount of time you actually have to play, or the number of character levels you intend the characters to advance. It typically takes three to four sessions for a group to level up. Since you'll probably cancel sessions on occasion, playing once a week for a year results in roughly a 14-level campaign, playing every 2 weeks for a year gives you an 8-level campaign, and playing monthly allows for a 5-level campaign. If you play monthly, you might consider holding longer sessions and using fast advancement (800 XP to level up) or choosing story milestones to reach the next level. Some groups using milestone leveling might level up every session, or spend several sessions experiencing the new abilities available to them at a certain level, at group discretion.

Some campaigns go all the way to 20th level, ending after the player characters attain the height of power and confront the greatest threats any mortal could face. Others end at a lower level, after the group takes down a major villain or solves a crucial problem. And still other campaigns end when players become unable to attend or decide it's a good time to stop playing.

You should have an end point in mind when you start a campaign. Still, you have to be flexible since you're telling the story alongside other players, and your initial expectations for the campaign might change over time. It pays to be conservative when estimating your campaign's length and scope. It's always tempting to run a 20-level epic campaign with complex, interwoven plots, but such games can fall apart long before the end if your group can play only once a month and the players have other responsibilities.

It's also important to talk to the other players about your progress and everyone's engagement with the campaign and characters. When you think you're heading toward a satisfying conclusion, check in with the other players. You might say, “I think we have about two sessions left. Does that work for everyone? Is there any unfinished business you want to take care of?” or “I know we said today was our last game, but the party's last wish ritual to reincarnate on another planet together inspired so much roleplay that I'm excited about playing a one-shot with those characters. Is anyone interested? Or do you want to start a new game with new characters?” This lets you gauge whether your assumptions match up with the rest of the group—and allows you to make any necessary adjustments if they don't.

Basic Structures

When building your campaign, you can use these structures as a starting point. The Adventure Design section explains various styles of adventures on that can be used to inspire the creation of the adventures in your campaign. For a campaign consisting of multiple adventures, you'll need to add some story elements that speak directly to the characters in your game rather than just to the events of the adventure. In other words, the characters should have individual goals in addition to the group's overall goals.

One-Shot

A one-shot is an adventure that's played in one session. It works well for a highly thematic adventure using characters or concepts that players might not want to stick with long-term.

Adventures 1, typically exploration, horror, investigation, or a weird adventure
Top Level 1, but often starts at a higher level
Time Frame 1 session

Brief Campaign

This structure is meant for a brief, self-contained campaign. It can be ideal for introducing new players to Starfinder and can be extended to a longer campaign if the group wishes.

Adventures 2, typically one exploration or investigation followed by a higher level adventure; might be any type of adventure
Top Level 4–5
Time Frame 3 months weekly, 6 months biweekly

Extended Campaign

An extended campaign works well for a dedicated group that might want to switch to a new campaign or a different game after a year or so. It allows for significant character and plot development but doesn't reach the higher levels of the game.

Adventures 5, typically with multiple adventures fitting the main theme of the campaign; might be any type of adventure
Top Level 11–13
Time Frame 1 year weekly, 1-1/2 years biweekly

Epic Campaign

An ambitious and complex game, the epic campaign takes PCs all the way to level 20, pitting them against the greatest threats in the galaxy and beyond. This can be challenging in terms of time commitment and complexity, but it lets PCs develop into true legends, and the players will likely remember it for years.

Adventures 6 long adventures; might be any type of adventure
Top Level 20
Time Frame 1-1/2 years weekly, 3 years biweekly

Themes

The themes you choose for your campaign are what distinguish it from other campaigns. They include the major dramatic questions of your story and the repeated use of certain environments or creatures, and they can also include embracing genres such as dystopian, high-tech, fantasy, wartorn, into the unknown, horror, weird, and more (see Galaxy Guide). The themes you choose for your campaign also suggest storyline elements you might use.

A storyline's themes usually relate to the backstories, motivations, and flaws of the player characters and villains. For example, if you've chosen revenge as one of the themes of your game, you might introduce a villain whose quest for revenge tears their life apart and causes tragic harm to those around them. You might choose a theme of love, leading to nonplayer characters involved in doomed romances, seeking to regain lovers they've lost, or courting the player characters.

You might choose to mix elements of classic high fantasy, such as the content of the Pathfinder Roleplaying Game, into your campaign. See Chapter 5: Anachronistic Adventures for advice on how to combine this material with a Starfinder campaign, or vice versa.

Linking Adventures

In a campaign that includes multiple adventures, a smooth transition from one adventure to the next ties the story together. You might use NPCs who could appear in both adventures, a treasure or clue found in one adventure that becomes important in a later one, or even fallout from choices the PCs made in one adventure that causes the next adventure to take place or creates unforeseen complications. Related locations can help, too. Adventures that take place in the same or neighboring regions of space have an inherent link. If they take place in two different places, you'll need a reason the PCs should travel between the two, and you can use this journey as a short, interstitial adventure or a risky trip through the Drift (or deep space) where random encounters with dangerous and marvelous alien creatures might occur.

Using similar locations and related creatures helps you form connections between disparate adventures. For example, you might have the players explore a frozen corporate outpost on Vesk-7 early on, then later travel to an icy plane filled with more difficult challenges that can be overcome using knowledge they've previously developed. Likewise, glitch gremlins might be tough enemies for your group at low levels, but as the PCs attain higher levels and the gremlins become mere minions of a powerful fey technomancer, the players feel a sense of progression. Over time, the players feel like their characters are becoming experts at negotiating with Veskarium soldiers, navigating the stars, battling daemons, navigating the Drift, or dealing with whatever the recurring elements are.

Consider how each adventure's theme plays into the campaign as a whole. You might want to keep similar or recurring themes, especially if each adventure is part of one overarching storyline. On the other hand, this can feel repetitive, and some groups prefer variety and seeing their characters play off of different situations. To convey shifting themes, you can show established parts of the world changing to reflect the new theme. For instance, if you're switching from a dystopian campaign to one with futuristic and fantasy elements, the PCs could buy their impounded starship back from an azrinaran oligarch on Apostae but then face magically controlled fungal constructs and corrupted Skyfire pairs on Triaxus after they arrive looking to join the legendary Skyfire Legion.

Player Goals

Ask what everyone enjoys and what your players would like to see in the game. You can use these ideas as touchstones to build off of. When you get into the campaign itself, the PCs' goals come to the forefront. Find out what each character wants to achieve and look for opportunities you can place in the game world and its adventures. Consider which part of the game most closely ties to each goal. A PC who wants to become a celebrity needs fame and interpersonal connections, so you can use NPC interactions to give them the resources they need. For a character whose purpose is to help people in danger, build some encounters that include people who need to be rescued. A character who wants to upgrade their gear and become more powerful will most likely enjoy getting a chance to find or shop for new equipment. Character goals can always be progressed through roleplay in downtime or between sessions.

Look for good times to recap the state of a character's goals and remind the player how their character has progressed, particularly when something changes in relation to their goals. Consider rewarding players who keep track of their character'sgoals and their progress, potentially giving out extra Hero Points to incentivize engaging with the campaign's long-term story. The Long-Term Goals section gives you more details on how you can use goals in downtime.

Changing the World

As the group moves through the campaign, the events of their adventures and downtime should change the world and galaxy around them. Show this through the responses the characters get from other people, the scenery they see around them, and their environment. You might be able to anticipate some changes, but most will come up in play and require you to make adjustments later on.

Power Level

As the game progresses, the power level of the PCs and their foes increases. Going up in level brings new, stronger abilities into the game, and likewise, adventures bring in new monsters with commensurate capabilities. Higher-level adventures should present new challenges appropriate to the PCs' abilities, such as areas that can be accessed with flight at 7th level or higher. Beyond just the rules, PCs should elicit different reactions from the people they meet as their reputation spreads and they exhibit abilities beyond what most people have ever seen.

Recurring Villains

Enemies come and go, but a nemesis is forever. Consider including villains who can appear multiple times over the course of several adventures. They don't necessarily need to be masterminds. Imagine an unscrupulous mercenary who works for major villain after major villain, or a series of clones deployed over and over by a corrupt corporation or galactic leader. When you create a recurring villain, it's best not to make them too integral to the story since the PCs might take them down earlier than you expect! Have some contingency plans in place.

The advice about roleplaying NPCs applies especially to these recurring villains. As they reappear throughout the campaign, they should change in some of the same ways PCs do. Think about how previous run-ins with the PCs have shaped the recurring villain's emotions and plans. Which PC do they have the biggest grudge against, and why? Do they bear scars from previous battles? Have they developed a countermeasure against a PC's spells or tactics? What's memorable about them?

Villain Goals

Just as PCs have goals, so do your villains. A recurring villain might have a vision for what the world should be and a step-by-step plan to get there. A plan gives you a clear way to progress the plot, and an underlying goal guides you in deciding what the NPC does if their plan goes awry. It can be especially helpful to contrast the villain's goals with those of the PCs. If a PC wants to start a long-haul freighting business, maybe a villain plans to get rich robbing merchant and cargo starships. Just like with the PCs' goals, show how the villain's goal has impacted the world, even in small ways. Try to find ways the villain can make a difference, even if the PCs are successful against them. A villain will look ineffective if the PCs foil every single plot or plan. For instance, the villain might turn a memorable NPC to their cause, set an institution ablaze, or invade a planet.

Starting the Campaign

Before your first session begins, communicate back and forth with the players about the following details to make sure you've planned your campaign to fit their preferences, then recap and communicate your final decisions.
  • Establish the expected schedule and, generally, how long you expect the campaign to last. It's okay if you aren't certain about the total length, but you should still give an estimate.
  • Inform the players when and where the first session will take place, what they should prepare in advance, and what materials to bring. If you're running a session zero to create characters first, let them know. You might also need to tell them whether to bring food, drinks, and other supplies beyond what they'll use for the game itself if you're playing in person.
  • Let the players of know any restrictions or extra options for character building. Even if you plan to run a session zero, give them a heads-up before the session starts.
  • Tell the players where in the game universe the first session will take place.
  • Give the players a basic idea of the genre or theme.

At the First Session

If you're running a session zero, read the Session Zero section on page 9 for advice on your first session. For the first time you play through an adventure, follow these bits of advice.
  • Recap the basics of the campaign you established earlier, particularly where it starts and any themes you feel will be important for the players to understand as they roleplay.
  • Have the players introduce their characters. If they have detailed backstories, it's usually best that they start out just describing what the other PCs could learn from first impressions. If they want to go deeper into their backstory during play, they can do so later.
  • Ask questions about the characters. Note down anything you think will be significant, so you can adjust your plans for later sessions. You'll want to keep doing this throughout play.
  • Begin the adventure using the Starting a Session steps. For your first adventure, find a good place for the PCs to meet and a reason for them to be together.

Starting at a Higher Level

A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level characters. The PCs should all start at the same level. They simply make a 1st-level character, then level them up the number of times needed to reach the starting level.

The Character Wealth table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items as well as spend their currency on common items if they choose. This table gives them fewer items than they might have had if they'd gained items through adventuring, but it balances the fact that they can choose what items they want.

Ending the Campaign

A campaign might have a well-planned, emotionally resonant ending that executes perfectly, or the group might die in a ridiculous fashion at the worst time possible. The ending doesn't always match the idea you had in your head at the start of the campaign. Check in with your group, especially when you're getting close to the end of each adventure, to see how long they want the campaign to go on and if they're still having fun. Check in with yourself, too, and express your opinion to the other players. Ideally, you know at least a session in advance that the end is coming, allowing you to prepare for a thrilling conclusion. You might plan for the final session's gameplay to be a bit shorter—possibly just one big showdown—to allow time for an epilogue and for the group to reminisce and decompress at the end.

An epilogue can make the end of a campaign more fulfilling. First, let the group finish out their roleplaying in the final moments of the adventure until they're content. Then tell the group the results of what they accomplished in broad terms, with concrete details of what happens to certain places or allied NPCs. Ask the players what their characters do after the adventure. You might want to narrate a few short scenes. When your epilogue is done, thank everyone for playing. If the campaign ended in success for the PCs, give yourselves a round of applause. A victorious ending warrants celebration!

Dealing with Failure

If a campaign ends prematurely, get a sense from the players about whether they want to continue. The advice on Total Party Kills should be helpful. If the campaign ended in a stranger way than a total party kill—say, a PC losing the powerful relic the villain needed to complete a master plan in a casino bet—you can still look for ways the campaign might continue. Maybe the PCs struggle to survive in the galaxy after the calamity, or maybe they have just enough time to still be able to stop the plan.

The Next Campaign

If the group plays another campaign in the same setting that takes place after your previous campaign, think through the repercussions of the last campaign and change the galaxy as needed. You might introduce new elements into the setting that call back to the previous campaign: newly powerful factions, new settlements, or new options for player characters, such as backgrounds, all based on the impact the previous PCs made on the world.

Adventure Design

Creating an adventure for your players can be one of the most fulfilling parts of being a GM. This is much more challenging than using a published one but lets you express yourself, be even more creative, and tailor the game directly to the players and their characters.

Adventure plotting can start at many different points. You might begin with a particular antagonist, then construct an adventure that fits that villain's theme and leads the group to them. Alternatively, you could start with an interesting location for exploration, create or choose a map, then populate it with adversaries and challenges appropriate to the setting.

Player Motivations

One of your most important and rewarding tasks is getting to know your players and what makes them tick, then implementing plot hooks that speak to their motivations. If your players all like similar things (maybe they all like epic storylines or all prefer tactical combat), your job will be a bit easier. For most groups, there's a mix of preferences and playstyles, and you'll want to put in a few detailed NPCs who appeal to one player's love of social scenes, a powerful villain or looming disaster to engage a player who loves stories of winning against overwhelming odds, and cute alien creatures that attract a player who's into having animal friends. If you're not sure what your players enjoy, ask them in advance what they'd like to see in the game!

Considering player motivations doesn't mean assuming you know what the players or their characters will do! It can be risky to expect PCs to react in certain ways or take certain paths. Knowing their motivations gives you a way to put in elements you expect will appeal to your players, but their decisions will still take the adventure in unexpected directions. You can try to think ahead when playing your sessions, but it's impossible to know how players will react in every imagined situation, or even how you might present the material that day. The important thing is getting the players engaged, not predicting the future.

Theme and Feeling

Think about the emotional and thematic touchstones you want to hit during play. Good games elicit strong emotions, and planning for them can give an emotional arc to an adventure in addition to the narrative arc. Consider what you want players to feel as they play. Is it triumph? Dread? Sadness? Optimism? None of these will be the only emotions to come out, but they'll inform how you build the settings and NPCs. Adventure Recipes gives steps to effectively implement theme and feeling.

Keeping it Varied

You can give players variety through the types of challenges the group faces (combat, social, problem-solving, and so on), the locations they explore, the NPCs they meet, the monsters they face, and the treasure they acquire. Even if you're building an enclosed “dungeon,” or complex like a cramped space station or enclosed building, you don't want to place a combat in every room, or exploration will quickly become stale.

Think in terms of sessions. If your group gets through five scenes per session, how do you make one game session feel different from another? Maybe two of the scenes in each are fairly basic combat encounters, but if you make the other scenes significantly different, or even if you set the encounters in different environments, the sessions won't feel repetitive. Also think about the tools used to solve each situation. Maybe one requires complex negotiations, another brute force, and a third sneaking about. Aim to give everybody something compelling, and ideally targeted at their motivations and abilities.

Adventure Recipes

These procedures help you build an adventure skeleton or outline. You'll then go through and flesh out the details of the adventure, including adversaries and locations. As you play, you'll keep adjusting to fit the events of the game. Anything you haven't already introduced can be changed as needed. Just like with any recipe, you're meant to adjust the details to fit your group's preferences. You might stray far from your starting point, and that's OK!

These recipes use eight steps. You might want to look ahead to your future steps and make choices out of order based on what's most important for you to convey. The catch-all term “opposition” refers to the various adversaries and obstacles the PCs will face. The opposition should be thematically consistent but not necessarily monolithic. It might contain multiple individuals or groups who might not get along with one another.
  • Styles: The overall vibe of your game, such as exploration, dystopian adventure, horror, infiltration, intrigue, military adventure, mystery, planar adventure, romantic adventure, or space opera. These frameworks offer guidelines for the number of sessions and types of encounters that work best.
  • Threats: Thematic dangers to incorporate into your game, and ways to evoke them as you play. The style and threat are the core parts of your recipe.
  • Motivations: Determine more specifically what the opposition's goals and motivations are.
  • Story Arcs: This section gives you guidance on how to construct story arcs that will play out over your adventure and maybe beyond.
  • NPCs and Organizations: The characters and factions you include should fit the theme.
  • Locations: The adventuring sites and settlements featured in your adventure.
  • Encounters: The individual rooms and locales within your adventuring sites, including the creatures and hazards found at these places.
  • Treasure: The rewards you give out to characters after dealing with encounters.

Styles

These frameworks for building your adventure include some basic elements to get you started outlining an adventure. Slot ideas from the threats section into this structure, then customize as you see fit.
Exploration
Number of Sessions 3–4
Exploration Scenes 1 long voyage to reach the complex or site (sometimes called a “dungeon” in fantasy-themed games); 3 voyages through long, trapped hallways or mazes; 1 secure hangar or other staging area; 2 secret rooms
Combat Encounters 2 trivial, 8 low, 6 moderate, 2 severe. Many encounters can be bypassed through secret routes or by infiltrating the complex using skills and spells.
Roleplaying Encounters 4 conversations with security guards, workers, prisoners, or other creatures; 1 negotiation to establish a truce or business deal with the faction controlling the site
Encounter Tropes Laser-trapped hallways, security cameras, and robotic sentries, with occasional vaulted chambers, long hallways, catwalks, traps, and puzzles.
Dystopian Adventure
Number of Sessions 5–7
Exploration Scenes 1 long voyage in outer space, plagued by attacks; 2–3 explorations of sites in urban environments or outer space; 1 prison break, heist, or other test of skill
Combat Encounters 4 trivial, 7 low, 7 moderate, 4 severe, possibly 1 extreme. Foes are often intelligent and represent rival factions, law enforcement, or outlaws.
Roleplaying Encounters 2 battles of wits, 2 chances to best opponents with deception or threats, 2 opportunities to gather information and rumors
Encounter Tropes Stakes are often more personal, such as the PCs clearing their names from a false accusation or being paid to eliminate a problem. Betrayal, ambushes, and other duplicity. Urban disasters, piracy, and unfriendly crowds. Allies are often untrustworthy and might betray the PCs during the adventure. Downtime might include hard labor, exploring seedy night clubs and dives, or criminal activities.
Horror
Number of Sessions 1–2
Exploration Scenes 1 short voyage full of ill omens; 2–4 creepy areas to investigate, like haunted reactors or cursed magitech laboratories
Combat Encounters 2 moderate, 1 severe, possibly 1 extreme. Avoid trivial- and low-threat encounters, except as moments of relief in a longer adventure. Extreme-threat encounters against overwhelming foes are excellent in horror one-shots.
Roleplaying Encounters 2 conversations with doubtful authority figures, 1 opportunity to gather information and rumors, 1 revelation of a horrible truth
Encounter Tropes Surprising and jarring encounters, making it hard for the PCs to feel safe. Encounters that feel overwhelming, even when they're not. Retreat is often the right option (include a reasonable way for the PCs to escape). Environmental storytelling reveals terrible
Infiltration
Number of Sessions 2–3
Exploration Scenes 1 voyage, or a tour of a site's location and defenses; 2–3 trapped rooms and vaults
Combat Encounters 4 low, 4 moderate, 1 severe. Most combat encounters can be bypassed with stealth and subterfuge.
Roleplaying Encounters 1–2 encounters with security patrols or workers in which the PCs must avoid suspicion or resort to combat
Encounter Tropes Secure complexes with locked and trapped doors, automated defenses, and security patrols. Victory conditions that are goal or deadline oriented—controlling a fortress for 10 minutes while someone uploads a virus into the server mainframe, robbing a bank, rescuing prisoners, and so on.
Intrigue
Number of Sessions 2–3
Exploration Scenes 3–4 competitions, performances, or other tests of skill; 1–2 infiltrations or escapes
Combat Encounters 2 trivial, 2 low, 4 moderate, 1 severe. Severe-threat encounters should be reserved for major reveals of the ongoing intrigue—an ally is revealed to be a foe, a schemer is exposed and calls their elite bodyguards, and so on.
Roleplaying Encounters 2–3 battles of wits; 2 political or courtroom scenes; 1 conversation with a cryptic source; 2 opportunities to gather information and rumors
Encounter Tropes Urban environments, including fights atop racing vehicles, around (and atop) furniture, and leaping or flying between rooftops. Ambushes in apparently safe social settings. Assassination attempts.
Military Adventure
Number of Sessions 2–3
Exploration Scenes 1 long voyage and 2–3 patrols, or a tour of the defenses for an invasion; 2–3 trapped enemy outposts and enemy starship squads
Combat Encounters 4 low, 4 moderate, 1 severe. Most combat encounters should be made up of 2–4 foes, typically troopers with a range of capabilities.
Roleplaying Encounters 1–2 skill challenges to convince neutral parties to become allies or raise troops' morale, 1-2 conversations with commanding officers
Encounter Tropes Fortified battlegrounds with automated defenses and security patrols. Epic starship battles in outer space or in atmosphere over a contested planet. Victory conditions that are goal or deadline oriented—defeating an enemy squad, capturing a planet or starship, infiltrating an enemy fortress, stealing an experimental weapon, and so on.
Mystery
Number of Sessions 2–3
Exploration Scenes 2–3 trapped rooms, concealed hideouts, or other tests of skill; 2 puzzles or investigations
Combat Encounters 2 trivial, 4 low, 6 moderate, 6 severe. Solving the mystery uncovers an advantage over any powerful foe or reveals an important secret.
Roleplaying Encounters 1 battles of wits, 1 conversation with an unusual ally, 1 opportunity to gather information and rumors, 1 gathering to reveal the answer to the mystery
Encounter Tropes Encounters come naturally during investigations or upon discovering some element of the mystery. Multiple clues can send PCs to the same locations; if the mystery stalls, some creature that doesn't want the PCs to solve the mystery can attack to move the plot forward.
Planar Adventure
Number of Sessions 6–8
Exploration Scenes 3–4 long voyages through different planes, often using magic, Drift engines, spells, or a planar vessel, punctuated by combat; 1–2 scouting a demiplane, planar city or fortress, or other planar stronghold
Combat Encounters 4 low, 12 moderate, 6 severe, 2 extreme. Avoid trivial-threat encounters, except as set dressing to introduce a new plane.
Roleplaying Encounters 4 conversations with bizarre creatures, including some with alien ways of thinking; 4 opportunities to gather information and rumors
Encounter Tropes Fights showcasing otherworldly environs—in the churning colors of the Drift, in hurricane-force winds, on chunks of metal floating along rivers of lava, atop bottomless pits, or inside the cockpits of 100-foot-tall magical engines breaching the gates of Hell.
Romantic Adventure
Number of Sessions 4–6
Exploration Scenes 1 tour of a port of call; 1 adventure into the outskirts to fight bandits, hunt, or preserve wildlife; 1 tournament to prove a PC's love or outdo a rival
Combat Encounters 2 trivial, 3 low, 6 moderate, 1 severe. Emphasize emotional stakes and battles that end with the loss of honor or pride, not life.
Roleplaying Encounters 2 battles of wits, 1 gala or party, 1 entreaty before a socialite or political leader, 2 scenes of relaxation or carousing with unexpected import
Encounter Tropes Duels—social or combat—against romantic rivals. PCs and their foes fight only for a purpose or cause. Savvy enemies have strong connections to the PCs. Rivals might become lovers.
Space Opera
Number of Sessions 6–8
Exploration Scenes 2 long voyages in outer space, punctuated with combat; 1 exploration of a dangerous complex, starship or street race, or other test of skill
Combat Encounters 4 trivial, 10 low, 12 moderate, 4 severe.
Roleplaying Encounters 2 battles of wits; 4 conversations with potential allies
Encounter Tropes Unique environments and terrain for dynamic battles. Boarding a starship during a space battle, fighting atop skyscrapers, racing enercycles, dogfights between starships, and so on. Use difficult terrain sparingly, coupled with creative ways to get around it. Large groups of low-level enemies the PCs can defeat with ease.

Threats

Think of each type of threat as the deep, visceral danger the enemies represent. NPCs should be avatars of the threat, whether they're enemies who represent different aspects of the threat or allies and bystanders damaged by it. Each threat entry gives a brief description, followed by some bullet points you can use to guide you in expressing the consequences of the threat. This is followed by monsters that typify this theme. As always, you can come up with your own thematic threats too!
Corruption
The opposition wants to weaken or even change the motivation of a place, person, institution, ideal, or group.
  • Show the effects of corruption on people and places, especially those closely connected to the PCs. Once-safe areas become less friendly and present threats, allies become unable to help or even turn against the PCs.
  • Make enemies subtle; patient; willing to allow rumors, lies, diseases, and poisons time to take effect. In battle, they might be satisfied to curse PCs and their allies or otherwise inflict long-term afflictions, then retreat.
  • Contrast the corruption with education, healing, and working toward progress that uplifts everyone.
  • When the PCs make progress, allow them to expose agents of corruption and to inoculate allies and neutral parties against the growing threat or educate them about it.

Foes fiends, Midwives, psychic fungus, undead
Devastation
The opposition wants to destroy or lay waste to a place, person, institution, ideal, or group.
  • Show the effects of destruction on people and places, especially those the PCs hold dear. Show them desperate, devoid of resources, and psychologically changed.
  • Make enemies hard to reason with and overwhelming in number. In battle, they want not just to win, but to kill, maim, or devour.
  • Contrast devastation with forces of preservation and order.
  • When the PCs make progress, show the slow recovery from devastation.

Foes dragons, daemons, Swarm
Extremism
The opposition seeks a massive change—one they think is for the better. Their violent means of achieving it put them in conflict with the PCs.
  • Demonstrate the ruthlessness of the enemy, especially the discrepancy between their care for their cause and their ambivalence or hatred toward everything else.
  • Have enemies focus purely on their goal. Have them fall back on their rhetoric or dogma to justify themselves.
  • If something about the extremists' cause is just—such as preserving the natural world or protecting their people— reveal the foes' sympathetic side. Demonstrate the horror of what they're fighting against in addition to the horror of the way they fight it.
  • When the PCs make progress, show uncertainty or demoralization in their foes, possibly even desertion in their enemies' ranks.

Foes angels, cultists, jinsuls, terrorists
Mayhem
Mayhem is easy to track and find, often leaving a trail of destruction in its path. Show how the senseless violence causes uncertainty and fear, disrupting both settlements and the natural order of things.
  • A single powerful foe is a common source of mayhem, but a pack, herd, cult, or secret society could also be to blame. The source of the mayhem might have resulted from the natural order being out of balance or might be a distraction set off by a different foe looking to use it to further its own goals.
  • Emphasize the cascading effects of unchecked mayhem. Normal trade, travel, and similar systems are disrupted, causing problems far from the immediate location of violence and disruption.
  • When the PCs make progress, show how resilient systems can recover from massive disruptions but might need additional help or protection.

Foes akatas, beasts, bloodbrothers, dinosaurs, gremlins, orocorans
Subjugation
The opposition wants to rule over a group, location, or even the world. Their ultimate objective is to control and rule.
  • Show how groups submit to subjugation rather than suffer the consequences of resistance. The PCs see elements of culture destroyed to ensure subjugation— are religions and churches destroyed, subverted, or replaced? Are lackeys put in place to keep oppressed populations in line?
  • Make enemies self-righteous, focused, and in control of groups they've previously subjugated. Fights aren't just for the sake of violence, but steps toward greater control.
  • Show opposition: open conflict, rebellion, secret groups, sabotage, and countercultural art. Give PCs the opportunity to support or participate in each.
  • When the PCs make progress, have previously cowed or neutral parties be moved to rebel.
Foes aeon guards, Corpse Fleet, devils, dragons, imperial troopers, Swarm

Motivations

Think about your opposition, and what their goals and motivations are. The motivation of the opposition needs to match your threat. If you have multiple adversaries, their motivations should all work toward your theme, but they might have different goals and act more as rivals or enemies. Motivations should be more than one dimensional. There should be a reason for every action the opposition takes—not necessarily a good one or a smart one, but a believable one. Be true to each character!

Consider these questions so you can use the answers when deciding what the opposition will do.
  • What does the opposition want?
  • Who or what does the opposition fear? (And no, “the PCs” isn't an answer.)
  • Why is the opposition sure to succeed? If the PCs don't do anything, what makes the opposition unstoppable?
  • What are the opposition's weaknesses? How can they be bribed or tricked? What's something they ignore that might be used against them?

Story Arcs

Keep several story arcs in mind. Most of these arcs will be driven by the opposition in the early going, but PCs might initiate their own story arcs. Think of what the beginning, middle, and end of each arc might look like. Imagine a logical end point the arc would reach if nothing else changes. Then, adjust it based on events in the game. As changes occur, revisit the end point you've imagined. If the adversary's plan has been derailed, what might they do instead? Story arcs should reflect the theme of the adventure and be well-positioned to show off motivations and reflect the PCs' choices.

Many arcs will last only for the duration of one adventure, but others build up and recur across the whole campaign. Include some of each so you have variety. This also provides closure, as the players can see some storylines wrapped up in the short term and others over a long period. Too many dangling plot threads can result in some being forgotten or make players feel overloaded.

Touchstones like the ones below make a story arc adaptable, not too restricted to specific scenes or characters.
  • Use motifs. Use repeated thematic elements, visuals, phrases, and items to reinforce the connection between one adventure or segment of the story and another. The motif can also build in complexity as you move further along in the overarching story.
  • Follow character growth. Respond to how the PCs changed in previous adventures. Their next undertaking should reflect who they are now.
  • Escalate! Build on the previous story and show that the next threat is scarier. The first adventure might endanger a port of call, the next a planet, the next the whole system of planets orbiting a star, and so on.
  • Bring in recurring characters. A recurring character is especially strong if they appear in similar circumstances each time. For instance, a space pirate might appear in the campaign only when she wants the PCs to undermine her rivals or is trying to rob them.
  • Make each adventure count. While developing an arc, don't diminish individual adventures by making what happened in them inconsequential compared to the larger story. Illustrate the consequences of such adventures so the players feel a sense of accomplishment for completing one before they move onto the next. Each adventure needs some sort of denouement to show immediate and lingering effects of the PCs' victory or defeat.
  • Make choices matter. Describe the consequences of PC actions and allow their choices to shape the story.

NPCs and Organizations

Allied, neutral, and adversarial NPCs and organizations can all contribute to the theme. You'll want most to follow the theme directly, like the examples in Threats. However, you can add a few counterpoints to the theme. For example, a horror game might include one or two NPCs who are more hopeful, either to grant respite from the dread or to kill off to show just how bad things are. Including NPCs who aren't adversaries makes the game universe feel more real. It also increases the stakes, as PCs have people to care about, protect, and socialize with. You'll often find that NPCs you create will become more or less important than you expected. You can “demote” an NPC if the players don't find them interesting or “promote” them if the PCs like them more than expected.

Locations

Memorable settings that include mysterious and fantastical locations for players to visit can elicit the players' curiosity. Exploring each location should be a treat in itself, not just a chore the players must complete to get from one fight to the next. As you create a locale, picture it in your mind's eye and write down minor details you can include as you narrate the game. Describing decorations, landmarks, wildlife, peculiar smells, and even temperature changes make a place feel more real. See Sidebar: Quick Environmental Details for some ideas.

Beyond monsters and loot, your locations can include environment-based challenges, from environmental conditions like blizzards to puzzles, traps, or other hazards. These challenges should suit your adventure's location: barrels of radioactive waste in an old power plant, clouds of acidic gas on an alien planet, or high-tech defenses left armed aboard an abandoned starship.

Additional Guidance: building your own hazards, environments, hazards

Encounters

A robust set of encounters forms the backbone of your adventure. Encounters often feature combat with other creatures, but they can also include hazards, or you might create social encounters in which characters duel only with words. The rules for building encounters appropriate to your group's level begin below.

Some adventures have a clear and direct progression, with encounters occurring at specific times or in a specific order. Others, such as a research station filled with interconnected rooms the group can investigate in any order, are nonlinear, and the group can face encounters in any order—or even avoid them entirely. Most adventures are somewhere in between, with some keystone encounters you know the characters will need to contend with, but others that are optional.

Additional Guidance: building your own creatures, building your own hazards, encounter design

Treasure

Your adventure should give out an amount of treasure that's appropriate to the characters' level. You can dole out treasure in all kinds of ways. Treasure could be items carried by an adversary, rewards from a patron for completing a mission, or a shipping crate full of goods guarded by a monster. It's best to spread treasure throughout an adventure rather than stockpiled in a single hoard. This gives the players incremental rewards, letting their characters advance in frequent small steps rather than giant leaps separated by many hours of play.

Additional Guidance: assigning treasure

Encounter Design

Encounters play a fundamental part in roleplaying games, but it can be tricky to know where to start when building them. It's important to follow the rules and guidelines, but creating a compelling encounter goes beyond that. Good encounters have a place in the story, compelling adversaries, interesting locations, and twists and turns to make them dynamic.

Encounter design goes hand in hand with location, map, and adventure design. You might set an adventure in a futuristic cityscape and populate it with tech creatures and hazards. Or you might have a sentry robot in mind and structure a section of your complex to fit that creature.

When you're starting out, straightforward encounters of low or moderate threat can let you get your bearings. Then, you can increase complexity as you get more confident and as the PCs collect more tools to use against their foes. The more encounters you build, the more comfortable you'll get with your own personal style. You can always come back here to get more ideas or advice on executing a certain type of encounter.

Combat Threats

The most common type of encounter is a combat encounter, where the PCs face other creatures. Combat encounters are strictly governed by rules; the guidelines that follow will help you build combat encounters that pose appropriate challenges for your group. Building hazard encounters works the same way.

To build a combat encounter, first decide how the encounter fits in the adventure as a whole. Then, estimate how much of a threat you want the encounter to pose, using one of five categories below.

Trivial-threat encounters are so easy that the characters have essentially no chance of losing. They're unlikely to spend significant resources unless they're particularly wasteful. These encounters work best as warm-ups, palate cleansers, or reminders of how awesome the characters are. A trivial-threat encounter can still be fun to play, so don't ignore them just because of the lack of challenge.

Low-threat encounters present a veneer of difficulty and typically use some of the party's resources. However, it would be rare or the result of very poor tactics for the entire party to be seriously endangered.

Moderate-threat encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting.

Severe-threat encounters are the hardest encounters most groups of characters have a good chance to defeat. These encounters are appropriate for important moments in your story, such as confronting a final boss. Use severe encounters carefully—there's a good chance a character could die, and a small chance the whole group could. Bad luck, poor tactics, or a lack of resources can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open.

Extreme-threat encounters are so dangerous that they're likely to be an even match for the characters, particularly if the characters are low on resources. This makes them too challenging for most uses! Use an extreme encounter only if you're willing to take the chance the entire party will die. An extreme-threat encounter might be appropriate for a fully rested group of characters that can go all-out, for the climactic encounter at the end of an entire campaign, or for a group of veteran players using advanced tactics and teamwork.

XP Budget

Once you've selected a threat level, it's time to build the encounter. You have an XP budget based on the threat, and each creature costs some of that budget. Start with the monsters or NPCs that are most important to the encounter, then decide how you want to use the rest of your XP budget. Many encounters won't match the XP budget exactly, but they should come close. The XP budget is based on a group of four characters. If your group is larger or smaller, see Different Party Sizes.
Encounter Budget
ThreatXP BudgetCharacter Adjustment
Trivial40 or less10 or less
Low6020
Moderate8020
Severe12030
Extreme16040

Choosing Creatures

In all but the most unusual circumstances, you'll select creatures for your encounter that range from 4 levels lower than the PCs' level to 4 levels higher (see the Creature XP and Role table). Each creature has a part to play in your encounter, from a lowly lackey to a boss so mighty it could defeat the entire party single-handedly.

Each creature costs some of the XP from your XP budget for the encounter, based on its level compared to the levels of the characters in your party. For instance, if the PCs are 5th level, a 2nd-level creature is a “party level – 3” creature, a lackey appropriate for a low- to moderate-threat encounter, and it costs 15 XP in an encounter's XP budget. Party level is typically equal to the level of all the characters in the party.
Creature XP and Role
Creature LevelXPSuggested Role
Party level – 410Low-threat lackey
Party level – 315Low- or moderate-threat lackey
Party level – 220Any lackey or standard creature
Party level – 130Any standard creature
Party level40Any standard creature or low-threat boss
Party level + 160Low- or moderate-threat boss
Party level + 280Moderate- or severe-threat boss
Party level + 3120Severe- or extreme-threat boss
Party level + 4160Extreme-threat solo boss

Different Party Sizes

For each additional character in the party beyond the fourth, increase your XP budget by the amount shown in the Character Adjustment value for your encounter on the Encounter Budget table. If you have fewer than four characters, use the same process in reverse: for each missing character, remove that amount of XP from your XP budget. Note that if you adjust your XP budget to account for party size, the XP awards for the encounter don't change—you'll always award the amount of XP listed for a group of four characters.

It's best to use the XP increase from more characters to add more enemies or hazards, and the XP decrease from fewer characters to subtract enemies and hazards, rather than making one enemy tougher or weaker. Encounters are typically more satisfying if the number of enemy creatures is fairly close to the number of player characters.

Variety

Variety in encounters is essential to let players try new tactics and give different PCs chances to shine as they face foes with weak points they're uniquely suited to exploiting. Consider the following forms of encounter variety.
  • Theme: Look for ways to include varied creatures and locations. Even if the PCs are fighting the undead privateers of the Corpse Fleet, they should encounter other creatures, too!
  • Difficulty: A string of moderate-threat encounters can feel flat. Use low- and even trivial-threat encounters to give PCs chances to really shine, and severe-threat encounters for especially powerful enemies. Extreme-threat encounters should be used sparingly for enemies who match the threat posed by the PCs and have a solid chance of beating them! The adventure recipes on page 68 include a mix of combat difficulties that can be useful to look at.
  • Complexity: Many encounters should be simple. Save complexity for important or memorable fights.
  • Encounter Composition: The number of creatures per encounter and their levels should vary. Higher-level single enemies, squads of enemies, and large numbers of lackeys all feel different.
  • Setup: Not all encounters should start and end the same way. PCs might sneak up on unprepared enemies, get ambushed by foes hunting them, enter into a formal duel, or find a diplomatic overture fails and turns into a fight. On the other side, enemies might all be taken out, retreat, beg for mercy, or even shift the encounter to a chase or transform into another phase.
  • Terrain: Encounters should account for different types of movement and ranged weapons. Elevation can increase range in close quarters. Adding a hazard, cover, or other terrain features changes a combat and can make a familiar map feel dynamic.

Encounter Locations

Choose compelling settings for your encounters. When encounters take place in a building or space station, the most significant environmental features originate from the occupants, both past and present. Think about their tastes, biology, or wealth. These features could be natural, such as the sickening decay of partially frozen prey in the snow cave of a predator. They could also be chemical, such as a cloud of poisonous gas, or magical, such as a strange electric current that arcs between a computer console and the walls and occasionally leaps out at passersby.

In some cases, you'll have a location in which an enemy always appears, and you can design your location to suit that specific creature. Other times, an encounter might appear in a variety of places, such as a security guard or wandering driftdead. In these cases, you'll need several terrain and structure options so there's something interesting about the environment no matter where the battle takes place.

Maps and Terrain

Features on the map have a substantial impact on the flow of combat. Three considerations to keep in mind when designing a map are maneuverability, line of sight, and attack ranges. Even empty rooms and corridors can provide variety based on their size and shape. Narrow passageways make natural choke points. In particularly small rooms, space is at a premium, favoring melee combatants and making area effects hard to aim without friendly fire. By contrast, huge areas lend themselves to spread-out combat, which gives plenty of room to use all manner of abilities but poses challenges for ones with limited range. To make large rooms more interesting, add furniture, columns, or other features the PCs and their foes can duck behind for cover. Also consider how far away combatants start from their cover, as spending multiple actions to reach cover can make it a far less attractive option.

Inhabitant or Intruder?

In most cases, the PCs enter territory that's far more familiar to their foes than it is to them. NPCs and monsters who live in an area are likely to be adapted to its dangers, either because they know where they are and how to avoid them or because they're unaffected by them. A CEO in his penthouse might bait a PC into walking into a trap programmed to attack intruders. Marshland might be troublesome terrain for most PCs, but it poses little inconvenience to amphibious creatures. When using creatures with the ability to burrow, climb, or swim, consider incorporating features such as mazelike corridors, high walls with platforms, or rivers. If the foes are smaller or larger than the PCs, consider including paths, vents, staircases, or narrow passages that one side of the fight can use more effectively.

Sometimes, though, the PCs must defend their own base from intruders. In these situations, you're flipping the script, so give the PCs time to trap and ward the area. Watching the invaders fall prey to hazards and ambushes can be a delightful change of pace for your players.

Wild Weather

On a clear, sunny day, the PCs see clearly and fight without obstruction, but adding wind, precipitation, or fog creates additional challenges. Rain creates sloshy, muddy ground that slows movement, and cold weather introduces the threat of slippery patches of ice. Only the most extreme temperatures have a direct impact on the PCs during an encounter, but a slog through blistering heat or freezing cold can leave the PCs worn out and more vulnerable to foes. Light levels play a key role in both outdoor and indoor encounters. Although flashlights are plentiful, their reach is limited, and lights are sure to draw attention in dark places.

Unexpected Infrastructure

The hidden infrastructure of a typical building or spaceship likely contains numerous mechanical, electronic, and plumbing features concealed in walls, ceilings, and floors that are unlikely to be a part of even the most comprehensive map or room description. While modern infrastructure can usually be ignored, a crafty or panicking player might choose to attempt to make use of both the described and inferred features of a constructed environment. You should always feel comfortable explaining to a PC before they waste actions that their character doesn't think the idea is possible given the limited amount of time and resources available during an encounter.

If you're up to the challenge of adjudicating these features on the fly, you can find similar environmental effects and guidelines for environmental damage. It should probably take an entire round (or more) to complete the setup, which can give you some time to consider an appropriate reward for a PC's efforts. For example, if a PC wants to find a live power line to shock a robot, you might require a Crafting or Engineering Lore check to determine where they can find a line in the wall, an Athletics check to Force Open a panel in the wall, and an Interact action to grab the wires safely enough for the PC to Strike with them next round. Knowing it will take 4 actions with a chance of failure is usually enough to dissuade a PC from attempting that sequence of actions, but the rewards can make for a memorable story!

Budgeting for Terrain

If you include terrain that's tricky to navigate or takes extra work to deal with, consider whether it should count toward the encounter's XP budget. A fight that requires Climbing, Swimming, Flying, or pushing through difficult terrain can be tougher— especially if the enemies have protection from ranged attacks. Think about the impact of the terrain in advance, especially if the battle would already be a severe threat, or you might kill the party. Consider the effects and ease of finding cover as well as the maximum range of the weapons being used by all combatants. You can pick an equivalent monster level for your terrain and factor that into your budget, or just assign extra XP at the end if the threat without terrain is on the low or moderate end.

Enemy Motivations

Every encounter should happen for a reason. Consider a creature's motivation to fight. Is it defending its home? Robbing to enrich itself? Following sadistic impulses? Simply being paid to fight? You might realize a creature doesn't have a compelling motivation or that the PCs have done something that eliminates the impetus to fight. In that case, the encounter doesn't need to happen! Your game might be more satisfying if the PCs' clever actions avoid the fight—provided you award them XP accordingly.

Morale

Think how an enemy reacts when a fight is going poorly for them—or well! Enemies who do something other than fight to the death make an encounter more dynamic and believable. While PCs occasionally encounter truly fanatical zealots or single-minded creatures that would never back down from a fight, most creatures—even non-sapient creatures like animals—back down from a battle they're obviously losing. This normally means foes fleeing at a certain point, potentially ending the encounter, but if the PCs need to capture those opponents, it could add a secondary objective and split their focus. Look at how differences in morale between participants impact the fight. For instance, after the bone sage's living pawns surrender to the PCs, he might activate a latent magic he implanted within them, killing them and merging their bodies into an enormous undead abomination. An enemy's morale could even change the encounter from combat to social, as the PCs enter negotiations over a surrender or try to convince foes of the errors of their ways.

Dynamic Encounters

While you can certainly create enjoyable encounters by placing a group of opponents in a square room with little else, you have numerous tools to create encounters that are more interactive and dynamic. These tools can challenge your players to invent new strategies, inspire interesting character decisions, and make your setting richer.

No encounter needs to use all of the elements presented here, and not all encounters need more than one or two. The more complex a dynamic encounter is, the longer it takes to run and the more demanding it is. In general, these tools are perfectly suited for boss encounters, for memorable foes, and as a spice to add throughout your campaign however often works best for you and your players.

Hazards in Combat

In isolated encounters where the PCs have plenty of time to recover from hazards' effects, simple hazards can feel more like speed bumps than true challenges. But when combined with other threats, even simple hazards can prove perilous. A noisy explosion can draw attention, allowing foes to burst through the door for a dramatic start to the encounter. Radiation is especially tricky as it can cause the PCs' gear to glitch, which can be especially devastating in encounters where the PCs rely on tech gear to move, such as jetpacks, or attack enemies who are far away. Simple hazards can also be an active part of an encounter, particularly if the foes know how to avoid triggering them.

As their name suggests, complex hazards are a more powerful tool for encounters. Because they continue to act, they're an ongoing presence in the fight. When combined with hostile creatures, complex hazards offer the PCs plenty of choices for what they want to do next. This is particularly true if foes benefit from the hazard. Should the PCs first disable the array of pipes spewing flammable gas into the room, or should they prioritize the fire elemental creeping closer and closer to the growing cloud of explosive fumes? There's no right answer, and the PCs' choices have a clear impact on the obstacles they face. Hazards in combat shine when they give the PCs ways to contribute meaningfully other than dealing damage to a creature. Interesting actions to disable a hazard are a fun way to give several PCs something fresh and different to do rather than piling on damage.

Evolving Battlefields

While some battlefields are relatively static, allowing the PCs and foes to clobber each other until one side wins, complex or evolving battlefields can lead to far more memorable encounters. One of the most straightforward ways to create an evolving battlefield is with dynamic environmental features. Maybe the floating platforms that make up the room's floor shuffle around on their own turn each round, or various squares teleport creatures to different locations—possibly between two rooms where separate battles take place simultaneously. These dynamic features have some overlap with complex hazards, though they don't tend to be an opposition or obstacle specifically threatening the PCs.

Similarly, a third party in the encounter, perhaps a rampaging monster or a passing security robot, could pose a danger to both sides but potentially benefit either. For instance, perhaps the PCs or their foes could harness this third party as a dangerous but powerful ally with a successful skill check of some kind or by making a risky bargain.

Sometimes the evolving battlefield is more of a state change, or series of state changes, and less of a constant presence. For instance, defeating the rogue AI controlling a space station could cause systems aboard the station to malfunction, perhaps turning off the artificial gravity and forcing the PCs to deal with the remaining robots while floating. Major physical changes to the environment, such as the collapsed portions of a room rising and falling or water beginning to rush in and fill the room, can force the PCs to rethink their plans to handle the new situation. Sometimes the evolving battlefield is more of an unexpected plot twist that occurs in the middle of the encounter. Perhaps the evil tyrant reveals that they were a dragon all along, or security robots arrive to help whichever side is outmatched. Whatever you choose, make sure it changes things up and makes the encounter feel more dynamic and different. For instance, raising up a portion of the battlefield that isn't particularly relevant when neither the PCs nor their foes are likely to care is less interesting than raising up the pedestal holding the datapad the PCs and their enemies are trying to recover.

Combining and Separating Encounters

Picture this: the PCs storm a fortified outpost. They choose to eschew stealth in favor of a direct approach. A drone spots them and raises an alarm. The sound of alarms blares throughout the base as enemy troops ensure that everyone is ready for a fight. And then, they politely wait in whatever room they were already standing in for the PCs to come and attack them. It sounds pretty unrealistic, and it feels unrealistic at the table. Many players find it far more satisfying when their foes take reasonable actions and countermeasures against them, such as moving to defensible positions behind cover or banding together with allies. Taken to an extreme, combining encounters can quickly lead to fights that are unwinnable, so be careful. In the outpost example, some troops might come out to attack the PCs, while others cluster around the control station. Perhaps each individual patrol of soldiers around the castle is a trivial-threat encounter, but as they gather together, they form groups of gradually escalating threat. Such groups give the PCs a sense of how challenging their opposition is, so that if a fight against six soldiers is a challenge, they won't try to pick a fight with 30. When the PCs' foes amass into an overwhelming force, give the PCs fair warning and a chance to retreat and try again another day. Of course, if the PCs come back after the alarm has been raised, the soldiers are likely to change their rotations to better secure the base.

The most common reason to separate an encounter into multiple pieces is to set up a combined encounter, like when an injured foe retreats to gather reinforcements. This provides the PCs with a choice: do they ignore the fleeing enemy and focus on the battle in front of them, or do they split their own forces, weighing the risk of being led into a dangerous encounter against the chance of stopping later foes from preparing for their approach? An encounter might also separate into pieces because of dramatic changes to the battlefield, such as a collapsing ceiling or a magical wall that prevents those on each side of the barrier from accessing the other without spending actions to bypass the obstruction.

Time Pressure

Time pressure adds an extra sense of urgency to any encounter and can be a great way to make an otherwise trivial- or low-threat encounter tactically engaging, satisfying, and memorable. After all, while low- and trivial-threat encounters have an incredibly low chance of defeating the PCs, the opposition can usually hold on long enough to make the PCs spend a few rounds to defeat them unless the PCs expend more resources than they normally would on such foes. Time pressure is often related to a secondary objective in the encounter, though it could be a countdown directly related to the encounter itself. For instance, if the midwife's ritual will cause a polymorphic wave to consume the station in 4 rounds, the heroes need to defeat the midwife before then!

Secondary Objectives

One of the simplest and most exciting ways to create a dynamic encounter, even if the combat itself isn't so difficult, is to add a secondary objective beyond simply defeating foes. Perhaps the imperial troops are about to execute captives, and some of the PCs need to divert their efforts to avoid a massacre. Encounters with a parallel objective that requires PCs to take actions other than destroying foes can keep those foes around long enough to do interesting things without inflating their power level. It also gives PCs skilled in areas related to the side mission a chance to shine.

Sometimes a secondary objective might present a time limit, like if the PCs need to prevent evidence from being deleted, either by fighting quickly or by disconnecting or stealing the computer it's stored on. Another type of secondary objective relates to how the PCs engage in combat with the primary opposition. The PCs might need to use nonlethal attacks against security guards who mistakenly believe the PCs are criminals, or they might need to prevent security drones from retreating to alert others. Options like these highlight mobile characters like the operative. You could even create truly off-the-wall secondary objectives that require the PCs to lose the encounter in order to succeed. The PCs might need to put up a believable fight but retreat and let foes steal their urban cruiser in order to follow the foes back to their base. Secondary objectives are a great way to highlight different abilities in combat and make for a memorable encounter, but—like all of these tactics—they can become annoying if overused.

Opponent Synergy

Most encounters assume that the PCs' opponents work together to oppose the PCs, but when groups of foes have been collaborating and fighting together for a long time, they can develop additional strategies. Consider giving each member of these tightly knit teams a reaction triggered by their allies' abilities, or another benefit they gain based on their allies' actions. Just as a team of PCs learns how to position the solarian so they aren't in the way of the ranged fighters and minimize the harm they take from the soldier's Area Fire, NPCs can learn to complement each other's strategies and avoid interfering with each other. On the opposite end of the spectrum, opponents with poor coordination make the fight much easier for the PCs. Poor coordination between mindless creatures is common, and PCs can use clever tactics to run circles around these foes. When intelligent creatures accidentally (or deliberately) harm each other or pursue conflicting strategies, particularly if they engage in banter with each other as they fight, it can make for an amusing break in the typical rhythm of combat.

When taken to its extreme, synergy can represent the actions of a hive mind or a single massive creature. These synergistic components can be creatures, hazards, or both. For example, instead of representing a previously unseen Swarm entity the size of a warship as a single foe, you could represent each of its pincers as an individual opponent. Perhaps this bespoke Swarm creature can sacrifice actions it would otherwise use to crush PCs in its maw to use its pincers more freely. In this case, you could model a field of pincers as a complex hazard that mainly reacts to the PCs moving within it, but allow the Swarm's body to act with a few pincers directly.

Misdirection

Sometimes, a bit of misdirection can add a lot of interest to an encounter, especially against offense-heavy groups. Rather than amping up the opposition to match the PCs' firepower and creating opponents whose own offenses are too powerful for the PCs' defenses, consider a little sleight of hand. For instance, a villain might have a hologram or disguised robotic double with just enough durability to take a few hits while the true villain is hiding nearby, ready to emerge and attack. Illusion spells and holograms can allow a foe to attack from a safer position, and possession grants the foe a disposable body unless the PCs brought along spirit blast or similar magic. Sometimes you can even hide the villain in plain sight, or the villain dies the first time the PCs defeat them in combat. Some might escape, perhaps through teleportation, misdirection, or with other ploys. When a villain escapes and lives to fight the PCs again another day, it's good to have that foe learn from their past failures. In their next encounter with the PCs, give them additional minions, spells, or other defenses designed to counteract the strategies the PCs used against them previously. Even if the villain doesn't escape, they might have other tricks up their sleeves, such as rising again to oppose the PCs. They could well return later in the adventure—or they might come back immediately for a second battle, so long as there's a proper justification for doing so. For example, defeating an otherworldly villain's outer shell might reveal its terrible true form, or an evil witchwarper from another timeline might have a more powerful alternate self who already defeated the PCs once and is wise to their tricks the next time he faces them!

Social Encounters

Details on how to run a social encounter, and the differences between a social and combat encounter, appear under Social Encounters. The setup for a social encounter tends to be less detailed. For the NPCs involved, you'll just need statistics for their social skills, Perception, and Will. These use the non-combat level of the creature, based on the creature's social skills, not its combat level. You determine the challenge of a social encounter based on this non-combat level.

You also need to decide the objective or consequences of the social encounter—what the PCs can achieve and what happens if they fail—and the form of the challenge. It might be an online debate, a private meeting with a powerful person, or some kind of contest. Just like with combat encounters, think about the environment, with a particular eye toward the other people around. Is there a moderator the PCs can sway? Are they in an expensive private room in the hottest nightclub or at a crowded coffee shop? Is the atmosphere oppressive? Hopeful?

You might find the PCs' goals end up being quite different from what you initially thought they would be. Fortunately, social encounters are adaptable. Thinking of their likely objective helps you construct the scene in your mind more easily but shouldn't limit you.

Treasure by Encounter

The standard rules count treasure over the course of a level, rather than dividing it up by encounter. If you need to select treasure for a single encounter, such as in a sandbox game, you can use the table above. It takes the treasure budget for each level and breaks that down per encounter based on the encounter threat, similar to how XP varies by threat. The final column shows extra treasure you should award if you build an entire level this way. Unlike the standard table, this doesn't include items by item level, as the value doesn't cleanly break down for most single encounters. It's recommended you still give out those permanent items, but you'll need to borrow from other encounters' treasure to account for their value. Include encounters against creatures without treasure to account for this.
Treasure by Encounter
LevelTotal Treasure per LevelLowModerateSevereExtremeExtra Treasure
11,750 credits130 credits180 credits260 credits350 credits350 credits
23,000 credits230 credits300 credits450 credits600 credits600 credits
35,000 credits380 credits500 credits750 credits1,000 credits1,000 credits
48,500 credits650 credits850 credits1,300 credits1,700 credits1,700 credits
513,500 credits1,000 credits1,350 credits2,000 credits2,700 credits2,700 credits
620,000 credits1,500 credits2,000 credits3,000 credits4,000 credits4,000 credits
729,000 credits2,200 credits2,900 credits4,400 credits5,800 credits5,800 credits
840,000 credits3,000 credits4,000 credits6,000 credits8,000 credits8,000 credits
957,000 credits4,300 credits5,700 credits8,600 credits11,400 credits11,400 credits
1080,000 credits6,000 credits8,000 credits12,000 credits16,000 credits16,000 credits
11115,000 credits8,650 credits11,500 credits17,250 credits23,000 credits23,000 credits
12165,000 credits12,500 credits16,500 credits24,750 credits33,000 credits33,000 credits
13250,000 credits18,750 credits25,000 credits37,500 credits50,000 credits50,000 credits
14365,000 credits27,500 credits36,500 credits55,000 credits73,000 credits73,000 credits
15545,000 credits41,000 credits54,500 credits82,000 credits109,000 credits109,000 credits
16825,000 credits62,000 credits82,500 credits124,000 credits165,000 credits165,000 credits
171,280,000 credits96,000 credits128,000 credits192,000 credits256,000 credits256,000 credits
182,080,000 credits156,000 credits208,000 credits312,000 credits416,000 credits416,000 credits
193,550,000 credits266,000 credits355,000 credits532,500 credits710,000 credits710,000 credits
204,900,000 credits368,000 credits490,000 credits735,000 credits980,000 credits980,000 credits

Variant Rules

While the rules presented in Player Core and the rest of this book are designed to give you and your group a baseline experience that's easy to learn and fun to play, sometimes you're looking for more customizable options. That's where variant rules come in: options to alter the game's rules to fit your needs. This section adds a collection of variant rules to your toolbox, often with additional options for how to use them.

The variant rules in this chapter include the following.
  • Automatic Bonus Progression presents a variant for playing the game without relying on runes
  • and upgrades.
  • Free Archetype presents a method of character generation that adds an archetype to a character's advancement without requiring them to spend their standard class feats.
  • Level 0 Characters can play through the characters' adventures before they have character classes.
  • Proficiency without Level changes the math of the proficiency system to tell stories where being outnumbered by weaker foes remains a challenge and high-level characters are less superhuman.

Choosing Variant Rules

If you're not sure about a variant rule, take a chance! Make sure everyone in your group understands that this is a trial run and that you might need to adjust or remove the variant rules later on if they're causing unexpected side effects or not working as you intended. When you're playing with variant rules, be sure to let any new players who join the group know about the variant rules your group has chosen. This helps them set their expectations, which is important for making sure there's a feeling of fairness among your players.

If your group is playing a game with themes that call for it, you might wind up combining multiple variant rules together, possibly applying several options at the same time. For instance, in a gritty, hard science fiction or survival-horror game, you might start the PCs as 0-level characters and alter the proficiency bonus progression to remove level at the same time. In general, the variant options in this chapter are sufficiently self-contained, with explanations of how they change the game, that you should be able to combine them without trouble. When you design your own variant rules, be on the lookout for places where new rules might have unexpected overlapping effects on each other and the game.

Automatic Bonus Progression

This variant removes the item bonus to rolls and DCs usually provided by magic and higher-grade tech items (with the exception of armor's item bonus) and replaces it with a new kind of bonus—potency—to reflect a character's innate ability. In this variant, magic items, if they exist at all, can provide unique special abilities rather than numerical increases.

Special Class Features

Every character automatically gains the class features on the Automatic Bonus Progression table.
Attack Potency
Starting at 2nd level, you gain a +1 potency bonus to attack rolls with all weapons and unarmed attacks. This increases to +2 at 10th level, and +3 at 16th level.
Skill Potency
At 3rd level, choose a single skill. You gain a +1 potency bonus with that skill. At 6th level, choose a second skill to gain a +1 potency bonus. At 9th level, choose one of those skills and increase its potency bonus to +2. At 13th level, increase the potency bonus of your second skill to +2 and choose a third skill to gain a +1 potency bonus. At 15th level, increase the third skill's potency bonus to +2 and choose a fourth skill to gain a +1 potency bonus. At 17th level, choose one of your three skills with a +2 potency bonus to increase to +3, and choose a fifth skill to gain a +1 potency bonus. Finally, at 20th level, choose one of the two skills with a +2 potency bonus to increase to +3, choose one of the three skills at a +1 potency bonus to increase to +2, and choose one new skill to gain a +1 potency bonus. You can spend 1 week to retrain one of these assignments at any time.
Devastating Attacks
At 4th level, your weapon and unarmed Strikes deal two damage dice instead of one. This increases to three at 12th level and to four at 19th level.
Upgrade Slots
At 4th level, your armor and weapons each gain an additional upgrade slot. This increases at 12th and 19th level, for a total of two additional upgrade slots at 12th level and three additional upgrade slots at 19th level.
Defense Potency
At 5th level, you gain a +1 potency bonus to AC. At 11th level, this bonus increases to +2, and at 18th level, to +3.
Perception Potency
At 7th level, you gain a +1 potency bonus to Perception, increasing to +2 at level 13 and +3 at level 19.
Saving Throw Potency
At 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20.
Attribute Apex
At 17th level, choose one attribute score to either increase by 2 or increase to 18 (whichever grants the higher score).
Automatic Bonus Progression
LevelBenefits
1
2Attack potency +1
3Skill potency (one at +1)
4Devastating attacks (two dice), upgrade slots (+1)
5Defense potency +1
6Skill potency (two at +1 each)
7Perception potency +1
8Saving throw potency +1
9Skill potency (one at +2, one at +1)
10Attack potency +2
11Defense potency +2
12Devastating attacks (three dice), upgrade slots (+2)
13Perception potency +2; skill potency (two at +2 each, one at +1)
14Saving throw potency +2
15Skill potency (three at +2 each, one at +1)
16Attack potency +3
17Ability apex; skill potency (one at +3, two at +2 each, two at +1 each)
18Defense potency +3
19Devastating attacks (four dice), Perception potency +3, upgrade slots (+3)
20Saving throw potency +3; skill potency (two at +3 each, two at +2 each, two at +1 each)

Adjusting Items and Treasure

With this variant, you can ignore as much of the Party Treasure by Level table as you want, though you'll usually want to provide consistent currency. The main area your choice will impact is in spellcasting items, such as spell gems and spell chips.

If you're using Pathfinder weapons and runes in your game, remove all potency runes, striking runes, and resilient runes. Items that normally grant an item bonus to statistics or damage dice no longer do, other than the base item bonus to AC from armor. Apex items grant unique actions but don't increase attribute modifiers. You should continue to give out consumable items at roughly the rate under Treasure by Level.

Free Archetype

Sometimes the story of your game calls for a group where everyone is a space pirate or an apprentice at a cosmonastery. The free archetype variant introduces a shared aspect to every character without taking away any of that character's existing choices.

Building a Character

The only difference between a normal character and a freearchetype character is that the character receives an extra class feat at 2nd level and every even level thereafter that they can use only for archetype feats. You might restrict the free feats to those of a single archetype each character in the group has (for a shared backstory), those of archetypes fitting a certain theme (such as only ones from magical archetypes in a game set in a magic school), or entirely unrestricted if you just want a higher-powered game.

If the group all has the same archetype or draws from a limited list, you might want to ignore the free archetype's normal restriction of selecting a certain number of feats before taking a new archetype. That way a character can still pursue another archetype that also fits their character.

Playing with Free Archetypes

Free-archetype characters are a bit more versatile and powerful than normal, but usually not so much that they unbalance your game. However, due to the characters' increased access to archetype feats, you should place a limit on the number of feats that scale based on a character's number of archetype feats (mainly multiclass Resiliency feats). Allowing a character to benefit from a number of these feats equal to half their level is appropriate.

Level 0 Characters

Before they were heroes, every PC came from somewhere, whether they poured coffee in a dusty, sun-scoured village like Chk Chk or performed in a busy spaceport like Dae. Sometimes, it can be a lot of fun to play a prequel game set years before the PCs' first adventure as heroes, or you might have an idea for a low-powered adventure. The rules below provide ways to build and use level 0 PCs.

Building Characters

Building a level 0 character is similar to building a 1st-level character, but you stop after choosing your ancestry and background. A level 0 character still gets the four free attribute boosts from Step 6 of the normal character creation process, but not the class attribute boost.
Initial Proficiencies
A level 0 character is trained in Perception, all saving throws, unarmed attacks, unarmored defense, and one simple weapon of their choice. Additionally, they're trained in a number of skills equal to 2 + their Intelligence modifier. The proficiency bonus for a level 0 character works the same way as normal, but since the level is 0, the total proficiency bonus for being trained is +2.
Hit Points
A level 0 character adds their Constitution modifier to their ancestry Hit Points to determine their starting Hit Points.
Starting Money
A level 0 character starts with 50 credits for equipment.
Apprentice Option
If the story you want to tell is about characters who have started training to become a particular class, you can grant them a small number of additional abilities. An apprentice character is trained in the skill or skills specified for their chosen class (such as Athletics and Intimidation for a soldier) in addition to the skills they gain through their initial proficiencies. They also gain benefits based on the class.

Solarian: An apprentice solarian gains a solar flare, solar nimbus, or solar weapon (but not all three). They can only select one trait for their solar weapon and don't gain attunement, so they don't gain the additional benefits of being attuned.

Other Martial Class: An apprentice of another martial class (envoy, operative, and soldier, for example) is trained in light armor, all simple weapons, and one martial weapon listed in the class's initial proficiencies. If a martial class not listed here lacks light armor or martial weapon training, give it a different ability as well.

Spellcaster: An apprentice spellcaster is trained in the appropriate magic tradition and gains two cantrips from their class. A prepared caster can't change these cantrips each day.

Gameplay

Combat can be especially dangerous for level 0 characters. For safety's sake, you might treat the characters as level –1 when determining what combat encounters are appropriate. For skill checks, they can still accomplish tasks with a simple trained DC using their trained skills, but success is less certain. Since they have fewer skills, the party might not have anyone trained for a given task. If you're playing these characters for more than a few sessions, consider advancing them to 1st level using the fast advancement speed (800 XP). If your group wants a longer experience at level 0, start the group without the apprentice benefits, then level up to apprentice (gaining those benefits and the apprentice adjustments for their class), and then level up to 1st level.

Treasure

As the characters start with 50 credits, their adventures up to 1st level should account for the rest of a 1st-level character's starting money. That means you'll distribute treasure worth 100 credits × the number of PCs, a large percentage of which should be in credits.

Proficiency Without Level

This variant removes a character's level from their proficiency bonus, scaling it differently for a style of game that's outside the norm. This is a significant change to the system. The proficiency rank progression in Player Core is designed for science-fantasy games where heroes rise from humble origins to legendary strength. For some games, this narrative arc doesn't fit. Such games are about hedging bets in an uncertain and gritty world, in which even the world's best soldier can't guarantee a win against a large group of moderately skilled mercenaries.

The initial implementation is fairly straightforward: the proficiency bonus just becomes +2 for trained, +4 for expert, +6 for master, and +8 for legendary. It's best to give an untrained character a –2 proficiency modifier instead of a +0 proficiency bonus.

Additionally, for creatures, hazards, magic items, and so on, reduce each statistic that would include a proficiency bonus by the level of the creature or other rules element. These statistics are typically modifiers and DCs for attacks, ACs, saving throws, Perception, skills, and spells.

Finally, decrease the skill DCs of most tasks. You can just subtract the level from the DC tables, or you can reference the Simple Skill DCs (No Level) table for a set of DCs that's easier to remember. The new DCs make it a little harder for high-level characters to succeed than it would be when using the default numbers, in keeping with the theme mentioned earlier. Combat outcomes will tend to flatten out, with critical successes and critical failures being less likely across the game. This is particularly notable in spells, where you're less likely to see the extreme effects of critical failures on saves.

Adjusting Encounters

Telling stories where a large group of low-level monsters can still be a significant threat to a high-level PC (and conversely, where a single higher-level monster is not much of a threat to a group of PCs) requires some significant shifts in encounter building, including shifts in the PCs' rewards.

Under the default math, two monsters of a certain level are roughly as challenging as a single monster 2 levels higher. However, with level removed from proficiency, this assumption is no longer true. The XP budget for creatures uses a different scale, as shown in the Creature XP (No Level) table. You'll still use the same XP budget for a given threat level as shown on the Encounter Budget (80 XP for a moderate-threat encounter, 120 for a severe-threat encounter, and so on).
Creature XP (No Level)
Creature's LevelXP
Party level – 79
Party level – 612
Party level – 514
Party level – 418
Party level – 321
Party level – 226
Party level – 132
Party level40
Party level + 148
Party level + 260
Party level + 372
Party level + 490
Party level + 5108
Party level + 6135
Party level + 7160
While the XP values in the Creature XP (No Level) table work well in most cases, sometimes they might not account for the effects of creatures' special abilities when facing a party of a drastically different level. For instance, a ghost mage could prove too much for 5th-level PCs with its incorporeality, flight, and high-rank spells, even though it's outnumbered.

Adjusting Treasure

Items on standard creatures are chosen to avoid giving out too much treasure for the level at which PCs will typically fight them. However, using this variant, PCs might defeat a creature 5 levels higher than they are, or even more! Too many encounters with higher-level foes can wind up giving the PCs more treasure than you expected, or vice versa if they're fighting weaker foes that put up more of a fight but still have poor treasure. You can make periodic adjustments if the PCs' treasure drifts too far from expectations. Making it so they can't easily sell or buy magic items will mean it's harder for them to exploit treasure they gain. To sidestep the issue entirely, you can use automatic bonus progression.
Simple Skill DCs (No Level)
RankDC
Untrained10
Trained15
Expert20
Master25
Legendary30

Other Variant Rules

  • Ancestry Paragon provides more ancestry feats to help further differentiate characters using Starfinder's diverse array of species.
  • Expanded Space Rules gives guidelines for adding additional rules when playing in zero gravity and a vacuum.
  • Galactic Hero Points provides a simple adjustment to make Hero Points more heroic.
  • Skill Paragon provides additional skill feats for a specific skill to help highlight the themes of the character and campaign.

Ancestry Paragon

Many characters have some elements that connect them to their ancestry but identify more strongly with their class or unique personality. Sometimes, though, a character is the embodiment of their ancestry to the point that it's of equal importance to their class. For a game where an ancestral background is a major theme and such characters are the norm, your group might consider using the ancestry paragon variant.

Building an Ancestry Paragon Character

When creating an ancestry paragon character, instead of starting with one ancestry feat and gaining another at 5th, 9th, 13th, and 17th levels, the character starts with two ancestry feats and gains another at every odd level thereafter (3rd, 5th, 7th, 9th, and so on) for a total of 11 ancestry feats.

Playing with Ancestry Paragon Characters

Ancestry paragon characters have more versatility and power than other characters, though their extra abilities are usually limited to themes the ancestry already was suited for. It's unlikely to affect the game balance of combat encounters, but it might make exploration and social challenges easier for the heroes.

Expanded Space Rules

This set of variant rules provides a more realistic approximation of some of the stranger phenomena concerning zero gravity and vacuum environments. They're meant to supplement the existing rules, not replace them. You can apply any or all of them to your campaign, as each adds additional challenges and opportunities for memorable moments in space!

These rules add additional complications to an already logistically complex environment. Therefore, you should only use these variant rules if you plan on having multiple encounters in space. Make sure the first couple of encounters in zero gravity are simple in execution and trivial in difficulty so players can get used to the additional rules and understand them before you add additional complexities like creatures who use special abilities to exploit the environment.

Damage in Space

Many damage types and Strikes have peculiar interactions in space. Each of the following rules modify spells, Strikes, and effects that use the appropriate traits and damage types in a vacuum or zero-gravity environment.
Area Damage
Area damage causes characters to be pushed back while in zero gravity. Any untethered character who takes area damage is Pushed Off to 5 feet away from the furthest boundary of the area damage and begins floating away from the centermost source of the area damage. If using variant movement in space rules, such as conservation of momentum, the creature's Speed while floating is increased by the distance the creature moved due to the area damage. If the effect that caused area damage would already move the creature, such as a soldier using Shoving Shot, the creature gains a bonus to Speed for purposes of floating while untethered equal to the distance they were moved by the ability.
Ranged Attacks
While in a vacuum or zero gravity , ranged Strikes with bludgeoning, piercing, and slashing weapons double their range and only take a –1 penalty when used to Strike a target beyond the first range increment for each additional range increment beyond the first. If a creature is in a vacuum with zero gravity, ignore all penalties to the creature's ranged attacks and quadruple their weapon's range.
Energy Damage in a Vacuum
In a vacuum like space, there's no medium for energy transfer through conduction or convection. Cold, fire, and electricity spells or actions with the cold, fire, and electricity traits don't function in a vacuum. Ignore these rules if the spell or action targets an adjacent target, even if it uses a ranged attack roll. This rule can be especially oppressive and should be avoided if the PCs are reliant on these abilities, and you should feel free to exempt specific traits. Magical effects or weapons with magical upgrades bypass this effect—magic breaks normal physics!
Energy Damage in Zero Gravity
Without the upward flow of hot air, fire and cold effects travel differently in space than you'd expect in a terrestrial setting. Cold and fire spells and actions with the cold and fire trait that have an area, burst, cone, or line and don't have a duration have an increased area in this environment. Double the radius of a burst that normally has a radius of at least 10 feet. Cones become a burst with a radius equal to its length and a range of 5 feet (meaning it must be placed adjacent to the caster or originator), and lines follow the same rules but have a burst radius equal to half their length.
Persistent Damage in Space
Bleeding is especially dangerous in space due to a reduced volume of blood produced in space and spurting from lack of gravity. While in zero gravity, increase the DC of the flat check to see if a creature recovers from persistent bleeding to 17 (or 12 with appropriate help). While in a vacuum without environmental protections, increase the DC to 20 (or 15 with appropriate help).

Creatures become immune to persistent cold and fire damage while in a vacuum.

Movement in Space

Most variant rules concerning movement in space modify the amount of distance you float each turn while untethered. Before deciding which of these rules you can use in your campaign, you should familiarize yourself with the rules for movement in zero gravity and the untethered condition. Some equipment, feats, and spells related to the untethered condition won't be relevant when using these rules.
Conservation of Momentum
When a creature Pushes Off a floating creature or object in a zero-gravity environment, they also Push the creature or object, but each of them move at half Speed. If they use Push Off as a free action after a melee Strike that deals bludgeoning damage or a successful Shove, they both move at full Speed instead. A creature Pushed Off this way becomes untethered and can Grab an Edge if they float past something that can stop their movement and lose the untethered condition.

If an untethered creature or object was already moving in one direction and is Pushed Off in the same direction, add Speed to the distance they float at the end of their turns equal to the amount they moved Pushing Off. If the untethered creature was already moving toward a different but not opposite cardinal direction, add Speed equal to half the distance, and if the untethered creature was already moving in the opposite cardinal direction, instead reduce the amount of distance they float by the distance they moved Pushing Off.
Kickback
If an untethered creature Strikes with a tech weapon that uses ammunition or petrol while floating in zero gravity , they Push Off from the target of the attack 5 feet plus 5 feet for every damage die of the weapon. If using Auto-Fire or Area Fire, they're Pushed Off in the exact opposite direction as the center of the cone or burst. Spells that use Strikes or target all creatures in a cone or line and deal bludgeoning, fire, piercing, or slashing damage causes an untethered spellcaster to Push Off 5 feet for every damage die of the spell.
Standardized Velocity
Using this rule, all characters move 20 feet instead of their Speed each round while floating untethered. To add verisimilitude, limit which feats, spells, and conditions increase or decrease a creature's Speed while calculating how far you float while untethered, as those that affect your base land Speed wouldn't necessarily make a creature float faster in space.

Galactic Hero Points

Hero Points are a powerful resource that can change the course of a scene via a key reroll. However, sometimes the use of Hero Points can become underwhelming when the reroll result is worse than the initial result—it might even feel worse if the reroll result is the same result as the original roll! This simple variant rule is intended to make Hero Points more of a heroic resource in your campaign, allowing you to reroll low results into something better. Using this rule will increase the overall power of Hero Points and, like some other variant rules, is something you'll want to heavily consider the ramifications of before including in your game.

Heroic Rerolls

When using this variant rule to reroll a d20 result using a Hero Point , if the result on the dice is less than a 10, increase the dice result to become a 10. This means that a result of a 9 would become a 10, a result of a 2 would become a 10, and a result of 17 would remain as 17.

Skill Paragon

Skill feats allow characters to gain thematic feats that can help them in exploration, downtime, and social interactions. But given the high stakes of encounter mode, many players feel pressured to select skill feats that improve their efficacy in combat at the expense of selecting feats that better represent their character's abilities. This can be especially frustrating if a character wants to specialize in a skill like Diplomacy or Piloting that includes skill feats that might only see use in one or two sessions.

Building a Skill Paragon Character

When creating a skill paragon character, after selecting the character's class, choose a specific skill. The character becomes trained in it. If they were already trained in it, they become trained in another skill instead of their chosen skill. At 3rd, 7th, and 15th levels, they gain an additional skill increase they can apply only to their chosen skill. They automatically gain all common general skill feats that specifically requires proficiency in the chosen skill as a prerequisite as soon as they qualify for those feats. If they already gain one of those feats (such as from a background or heritage), they instead gain Assurance for the chosen skill or, if they already have Assurance for that skill, a related Lore skill.

Not all skills have the same number of feats, and some skill choices will end up granting more bonus feats than others. Characters with two or more fewer bonus Skill Paragon feats than any other character in the party gain their choice of the Additional Lore skill feat in a category related to their chosen skill, or the Assurance, Automatic Knowledge, or Experienced Professional skill feat in their chosen skill or a related Lore skill.

Campaign Specific Skills

You can limit the skills characters can select based on the nature of the campaign. For example, in a campaign where characters play as crew members of a starship, you can designate specific roles on the ship that use specific skills, like captain (Diplomacy), doctor (Medicine), engineer (Crafting), and pilot (Piloting). You can delay the benefits of the variant rule until after campaign roles are formally assigned, especially when using the variant rules in tandem with the Level 0 Character rules.

Afflictions

Wherever there's life in the universe, there are also insidious perils that threaten the health and well-being of living creatures. Some of these afflictions, including many diseases, are inherent to the natural world. Others—curses and engineered diseases being the most notorious—exist solely to cause harm to others.

Afflictions strike creatures with potent and often escalating results. This section presents a variety of curses and diseases for use in your game.

Depending on the tone of the campaign, the GM might want to roll secret saving throws for PCs affected by an affliction. This is particularly effective when the affliction is an element within a survival or horror game, or when it's part of a mystery.

Curses

A curse is a manifestation of potent ill will. Curses typically have a single effect that takes place upon a failed saving throw and lasts a specified amount of time, or can be removed only by certain actions a character must perform or conditions they must meet. Rarely, curses will have stages; these follow the rules for afflictions.

Curses may come from a malicious action, such as a necrovite's Painful Mark or a spell from an otherworldly spellcaster. The guardians of an orbital tomb or of the remnants of a destroyed world might ward their charge with a curse as protection against scavengers. Gods may inflict curses on servants who have raised their ire. In some rare cases, a curse might manifest as a response to a terrible act, such as the wanton destruction of natural resources or a massacre. When using a curse in your game, assign the curse to an item, location, situation, or similar element. Then, decide on a trigger for the curse—such as a creature attempting to steal a unique datapad, destroy a work of art, or slay a specific creature. A curse can even be tied to a specific location, in which case it functions as a simple hazard. Once that trigger occurs, the curse affects the triggering creature or creatures. Each affected creature must attempt a saving throw against the curse; if they fail, they are subject to the effects specified in the curse's Effect entry.

Diseases

Exposure to disease can be a hazard, such as when PCs come into contact with a Stardust plague-ridden corpse. Such hazards grant XP as a simple hazard of the disease's level. When a disease gives a sickened condition that can't be reduced until it runs its course, that typically means the disease has symptoms such as difficulty swallowing, loss of appetite, or nausea that make eating and drinking difficult but not impossible. Despite the condition's prohibition on eating or drinking, a creature can slowly and carefully eat and drink as long as they aren't in an encounter.

Environment

Primarily used during exploration, environment rules bring the locales your party travels through to life. You'll often be able to use common sense to adjudicate how environments work, but you'll need special rules for environments that really stand out.

Each of the environments presented in this section uses the terrain rules in different ways, so be sure to familiarize yourself with those rules before reading this section. Some environments refer to the rules for climate and natural disasters. Many places have the traits of multiple environments; a snowcovered mountain might use both the arctic and mountain environments, for example. For environmental features with effects based on how tall or deep they are, those effects vary further based on a creature's size. For instance, a shallow bog for a Medium creature might be a deep bog for smaller creatures, and a deep bog for a Medium creature could be only a shallow bog for a larger creature (and so insignificant for a truly massive creature that it isn't even difficult terrain).

The Environmental Features table (see below) lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature while also providing a rough estimate of the danger or complexity of the feature.

Environmental Damage

Some environmental features or natural disasters deal damage. Because the amount of damage can vary based on the specific circumstances, the rules for specific environments and natural disasters use damage categories to describe the damage, rather than exact numbers. Use the Environmental Damage table to determine damage from an environment or natural disaster. When deciding the exact damage amount, use your best judgment based on how extreme you deem the danger to be.
Environmental Damage
CategoryDamage
Minor1d6–2d6
Moderate4d6–6d6
Major8d6–12d6
Massive18d6–24d6

Aquatic

Aquatic environments are among the most challenging for PCs short of other worlds and unusual planes. PCs in an aquatic environment need a way to breathe (typically a water breathing spell) and must usually Swim to move, though a PC who sinks to the bottom can walk awkwardly, using the rules for greater difficult terrain. Characters in aquatic environments make frequent use of the rules for aquatic combat and the drowning and suffocation rules.

Currents and Flowing Water

Ocean currents, flowing rivers, and similar moving water are difficult terrain or greater difficult terrain (depending on the speed of the water) for a creature Swimming against the current. At the end of a creature's turn, it moves a certain distance depending on the current's speed. For instance, a 10-foot current moves a creature 10 feet in the current's direction at the end of that creature's turn.

Underwater Visibility

It's much harder to see things at a distance underwater than it is on land, and it's particularly difficult if the water is murky or full of particles. In pure water, the maximum visual range is roughly 240 feet to see a small object, and in murky water, visibility can be reduced to only 10 feet or even less.

Arctic

The main challenge in an arctic environment is the extreme low temperature, but arctic environments also contain ice and snow. The disasters that most often strike in arctic environments are avalanches, blizzards, and floods.

Ice

Icy ground is both uneven ground and difficult terrain, as characters slip and slide due to poor traction.

Snow

Depending on the depth of snow and its composition, most snowy ground is either difficult terrain or greater difficult terrain. In denser snow, characters can attempt to walk along the surface without breaking through, but some areas might be loose or soft enough that they're uneven ground.

Desert

Desert encompasses sandy and rocky deserts as well as badlands. Though tundra is technically a desert, it's classified as arctic, as the climate is the primary challenge in such areas. Sandy deserts often have quicksand and sandstorms.

Rubble

Rocky deserts are strewn with rubble, which is difficult terrain. Rubble dense enough to be walked over rather than navigated through is uneven ground.

Sand

Packed sand doesn't usually significantly impede a character's movement, but loose sand is either {rules 414 "difficult terrain"}} (if it's shallow) or uneven ground (if it's deep). The wind often shifts sand into dunes, hills of loose sand with uneven ground facing the wind and steeper inclines away from the wind.

Forest

These diverse environments include jungles and other wooded areas. They're sometimes struck by wildfires.

Canopies

Particularly dense forests, such as rainforests, have a canopy level above the ground. A creature trying to reach the canopy or travel along it must Climb. Swinging on vines and branches usually requires an Acrobatics or Athletics check. A canopy provides cover, and a thicker one can prevent creatures in the canopy from seeing those on the ground, and vice versa.

Trees

While trees are omnipresent in a forest, they typically don't provide cover unless a character uses the Take Cover action. Only larger trees that take up an entire 5-foot square on the map (or more) are big enough to provide cover automatically.

Mountain

Mountain environments also include hills. The most common disasters here are avalanches.

Chasms

Chasms are natural pits, typically at least 20 feet long and clearly visible (barring mundane or magical efforts to conceal them). The main danger posed by a chasm is that characters must Long Jump to get across. Alternatively, characters can take the safer but slower route of Climbing down the near side of the chasm and then ascending the far side to get across.

Rubble

Mountains often have extremely rocky areas or shifting, gravelly scree that makes for difficult terrain. Especially deep or pervasive rubble is uneven ground.

Slopes

Slopes vary from the gentle rises of normal terrain to difficult terrain and inclines, depending on the angle of elevation. Moving down a slope is typically normal terrain, but characters might need to Climb up particularly steep slopes.

Swamp

Wetlands are the most common kind of swamp, but this category also includes drier marshes such as moors. Swamps often contain quicksand. Despite their soggy nature, swamps aren't likely to experience flooding since they act as natural sponges and absorb a great deal of water before they flood.

Bogs

Also called mires, bogs are watery areas that accumulate peat, are covered by shrubs and moss, and sometimes feature floating islands of vegetation covering deeper pools. Shallow bogs are difficult terrain for a Medium creature, and deep bogs are greater difficult terrain. If a bog is deep enough that a creature can't reach the bottom, the creature has to Swim. Bogs are also acidic, so particularly extreme or magical bogs can be hazardous terrain.

Underground

Underground environments consist of caves and natural subterranean areas. Artificial dungeons and ruins combine underground features with urban features like stairs and walls. Deep underground vaults have some of the same terrain features as mountains, such as chasms and cliffs. The most common disasters underground are collapses.

Urban

Urban environments include open city spaces and buildings as well as the interiors of constructed environments and structures, including climate-controlled satellite cities, orbital stations, and starship interiors. The building information in this section also applies to ruins and constructed dungeons. Depending on their construction and location, cities might be vulnerable to many sorts of disasters, especially fires and floods, while the interior of starships and space stations are more likely to be vulnerable to decompression and power outages.

Airlocks

Airlocks seal the climate-controlled environment inside a satellite or starship from the vacuum outside. Airlocks are also found within terrestrial facilities to keep breathable air in and contaminants or dangerous atmospheres out. A typical airlock consists of two interlocked doors with an interior compartment.

Catwalks

Catwalks are walkways that cross over maintenance tunnels and warehouses or run alongside wider corridors. Catwalks are equipped with ladders or ramps to ascend and descend easily, and most have railings to prevent accidental falls. Moving from the ground to a catwalk without the use of a ladder likely requires Climbing, a High Jump, or a Leap followed by Grabbing an Edge and Climbing up.

Wide catwalks are easy to move across and commonly appear in warehouses, engineering bays, and other large spaces. Narrow catwalks are common in starship interiors and other places where spaces are cramped, and they're difficult terrain. Unstable catwalks and narrow catwalks that lack railings likely require creatures to Balance to cross safely. Creatures that fall off or are pushed off a catwalk take falling damage.

Characters on a catwalk can usually Take Cover. Depending on the catwalk's construction material and rails, as well as the positioning of creatures, catwalks could provide cover automatically.

Crowds

Crowded thoroughfares and similar areas are difficult terrain, or greater difficult terrain if an area is truly packed with people. You might allow a character to get a crowd to part using Diplomacy, Intimidation, or Performance.

A crowd exposed to an obvious danger, like a fire or a rampaging monster, attempts to move away from the danger as quickly as possible, but it's slowed by its own mass. A fleeing crowd typically moves at the Speed of an average member each round (usually 25 feet), potentially trampling or leaving behind slower-moving members of the crowd.

Doors

Opening an unlocked door requires an Interact action (or more than one for a particularly complicated or large door). Stuck doors must be Forced Open, and locked ones require a character to Pick the Lock or Force them Open.

Automatic doors don't require an Interact action to open and instead operate based on proximity. Many automatic doors have control panels and are keyed to a security feature, such as an ID card or retinal scan. Such security features can usually be bypassed using Disable a Device.

Elevators

Elevators are common in space stations, large starships, and buildings. Typically an enclosed chamber or flat platform, elevators move up and down a vertical shaft via technology or magic at the push of a button or other simple command. Because a single elevator traverses each elevator shaft, creatures can hail an elevator with an Interact action but often must wait for the elevator to arrive. Depending on how large or busy a building is, creatures could have to wait up to a minute or two. Once aboard, a creature can select their destination floor with an Interact action.

Prying open the door to an elevator shaft when the elevator isn't present or opening the ceiling hatch in an elevator car often requires 2 or more Interact actions to open. Often, the doors must be Forced Open or the hatch must be unlocked using Disable Device or Pick a Lock. Elevator shafts are equipped with ladders to ascend or descend. Creatures in an elevator shaft run the risk of falling or being crushed by an elevator car.

Floors

Constructed floors of all varieties are easy to walk on. Damaged and very old floors often contain areas of uneven ground.

Maintenance Tunnels

Maintenance tunnels are generally located below floors or inside the walls of large constructed structures and starships. Maintenance tunnels can be entered through narrow shafts, usually covered by panels or grates, that require 2 or more Interact actions to open. Most maintenance tunnels are crowded with machinery and are difficult terrain. Some are tight spaces that require Medium and larger characters to Squeeze.

Rooftops

Rooftops make for memorable ambushes, chase scenes, infiltrations, and running fights. Flat roofs are easy to move across, but they're rare in any settlement that receives significant snowfall since heavy buildups of snow can collapse a roof. Angled roofs are uneven ground, or inclines if they're especially steep. The peak of an angled roof is a narrow surface.

Hurdling from roof to roof often requires a Long Jump, though some buildings are close enough to Leap between. A High Jump might be necessary to reach a higher roof, or a Leap followed by Grabbing an Edge and Climbing up.

Security

Across the galaxy, countless nations, planets, and galactic governments are protected by military forces. Most settlements have peacekeeping or law enforcement agencies whose agents and officers work in shifts to protect the settlement at all hours. These agencies are often based out of dedicated buildings and have financial and infrastructural support from the government. Many buildings, structures, and regions are patrolled by private security firms and mercenary forces.

Most buildings, structures, and space stations have security measures, typically including surveillance cameras or observation drones. Security guards often monitor these surveillance systems in designated rooms or buildings, or authorize remotely controlled drones or robots to defend a facility. Traps such as sentry turrets, laser turrets, and laser webs are also common security features.

Sewers

Sewers are generally 10 feet or more below street level and are equipped with ladders or other means to ascend anddescend. Raised paths along the walls allow sewer workers access, while channels in the center carry the waste itself. Less sophisticated sewers, or sections those workers don't usually access, might require wading through disease-ridden waste. Sewers can be accessed through sewer grates, which usually require 2 or more Interact actions to open.
Sewer Gas
Sewer gas often contains pockets of highly flammable gas. A pocket of sewer gas exposed to a flame explodes, dealing moderate environmental fire damage to creatures in the area.

Stairs

Stairs are difficult terrain for characters moving up them, and shoddy stairs might also be uneven ground. Stairs designed for larger creatures are greater difficult terrain both up and down when used by significantly smaller creatures, or might require them to Climb on every step.

Streets

Most settlements have streets that were largely established organically as the settlement grew. These roads vary from alleys as narrow as 5 feet to massive multilane highways over 100 feet wide. Most basic streets are 30 feet wide and divided into two lanes. Streets are generally paved with concrete. If the roads are in poor repair, they could be difficult terrain or uneven ground.

Street signs and lights direct traffic along roads, streetlamps cast light along their length, and sidewalks flank both sides of the street for pedestrians. Intersections, crosswalks, corridors, underground tunnels, and raised platforms enable pedestrians to cross thoroughfares safely. Breaking traffic laws is likely to draw the attention of local law enforcement and increases the threat of vehicular accidents.

Walls

Well-built structures have exterior walls of steel, concrete, brick, or stonemasonry. Smaller, lower-quality, or temporary structures might have wooden or plastic walls. Interior walls tend to be less sturdy; they could be made of wooden planks, or even simply of thick, opaque paper held in a wooden frame. An underground structure might have thick walls carved out of solid rock to prevent the weight of the ground above from collapsing the structure. Rules for climbing and breaking walls are in the sidebar under Urban environment.

Weird

Weird environments are unpredictable and erratic. Weird environments are often found on irregular planets or places scarred by powerful magic or other strange phenomena. A weird environment might be a patchwork of disparate ecosystems, with a lava field inexplicably bordering arctic tundra, or a bizarre biome such as a shallow, luminescent sea afloat with psychic jellyfish exhaling their emotions in jets of color and sensation. Psystorms and radiation are examples of threats that might be encountered in weird environments.

Outer Space

Outer space holds countless stars, planets, and other cosmic bodies. Most characters will venture into space during their adventuring career. Shuttling between planets, visiting an orbiting space station, or traveling to a distant star system are examples of common travel that require a journey through outer space. Most travelers embark on such trips aboard a starship, which protects them from outer space's environmental dangers.

Cosmic Radiation

Stars and other powerful cosmic bodies are radioactive. Most habitable planets have atmospheres that repel their emissions, allowing only a negligible amount of cosmic radiation in occasional bursts. Usually, creatures on a planet with no atmosphere are constantly exposed to mild to severe radiation.

Drift Beacons

Drift beacons are satellites tethered to the Drift, the plane used for rapid interstellar transportation by many civilizations across the galaxy. Drift beacons act as landmarks for Drift travel and relay long-range communications through outer space. Most Drift beacons are artificially constructed and maintained by the Church of Triune, but their designs can vary significantly, ranging from simple industrial buoys to extradimensional pagodas.

Solar Flares

Sometimes a star releases bursts of intense energy that are visible as flares of roiling plasma arcing out from its surface. Creatures and objects on or near a star's surface take massive fire damage and major persistent electrical damage from a solar flare. Solar flares disrupt technology up to millions of miles away from the star. A solar flare causes electronics and radio communications to gain the glitching condition or stop working for up to 1d6 hours.

Vacuum

Space is a vacuum, meaning it contains no breathable air and has zero gravity. Creatures in a vacuum are at risk of suffocation and take minor bludgeoning damage each minute. In addition, they are untethered and require special propulsion to move. Space has no effective temperature, and a creature retains its body heat for several hours in a vacuum. Sound doesn't travel in a vacuum, meaning most sonic effects don't function. Creatures with the cosmic trait are immune to many of the effects of a vacuum.
Decompression
Decompression occurs when a creature suddenly transitions from a pressurized environment to a vacuum, such as by getting shoved out of an airlock or being inside a starship that sustains heavy damage. Such a creature takes moderate bludgeoning damage and immediately begins suffocating (they can't hold their breath). Decompression can also apply to characters in underwater environments.

Atmosphere

An atmosphere is a layer of gases held in place by a planet's gravity. There are various types, and some are hazardous.

Normal Atmosphere

This atmosphere is made up of gases such as oxygen and nitrogen that most creatures can safely breathe. Planets with normal atmospheres have weather patterns that vary depending on climate. Planets such as Castrovel and Verces have normal atmospheres. Artificial atmospheres, like the one on Absalom Station, are usually normal.

Corrosive Atmosphere

A corrosive atmosphere is made of caustic gases and creates dangerous weather patterns, such as acid rain. A corrosive atmosphere deals minor to moderate acid damage per minute to creatures and objects. Certain metals, stones, and treated materials might resist a specific type of corrosive atmosphere.

Thick Atmosphere

A thick atmosphere has high air pressure. Breathing a thick atmosphere usually requires characters to attempt a Fortitude save every hour to avoid becoming sickened until they begin breathing normal air. The value of the sickened condition depends on the specific atmosphere (typically sickened 1).

Thin Atmosphere

A thin atmosphere has low air pressure and often lacks enough oxygen to keep characters healthy. Breathing a thin atmosphere for more than a few hours causes non-acclimated characters to become fatigued. Severely thin atmospheres require characters to attempt a Fortitude save every hour or become drained. The value of the drained condition depends on the specific atmosphere (typically drained 1).

Toxic Atmosphere

A toxic atmosphere contains gases that are poisonous to most creatures. Breathing a toxic atmosphere typically deals minor poison damage per minute.

Climate

Weather is more than just set dressing to establish mood—it has mechanical effects you can combine with environmental components to create a more memorable encounter. Weather can impose circumstance penalties on certain checks, from –1 to –4 based on severity.

Fog

Fog imposes a circumstance penalty to visual Perception checks, depending on the thickness; it causes creatures viewed through significant amounts of fog to be concealed; and it cuts off all visibility at half a mile or less—possibly much less. Conditions limiting visibility to about a mile are called mist, and those that do so to about 3 miles are called haze.

Precipitation

Precipitation includes rain as well as colder snow, sleet, and hail. Wet precipitation douses flames, and frozen precipitation can create areas of snow or ice on the ground. Drizzle or light snowfall has little mechanical effect beyond limited visibility.
Visibility
Most forms of precipitation impose circumstance penalties on visual Perception checks. Hail often is sparser but loud, instead penalizing auditory Perception checks. Especially heavy precipitation, such as a downpour of rain or heavy snow, might make creatures concealed if they're far away.
Fatigue
Precipitation causes discomfort and fatigue. Anything heavier than drizzle or light snowfall reduces the time it takes for characters to become fatigued from overland travel to only 4 hours. Heavy precipitation can be dangerous in cold environments when characters go without protection. Soaked characters treat the temperature as one step colder (mild to severe, severe to extreme; see Temperature).
Thunderstorms
High winds and heavy precipitation accompany many thunderstorms. There's also a very small chance that a character might be struck by lightning during a storm. A lightning strike usually deals moderate electricity damage, or major electricity damage in a severe thunderstorm.

Temperature

Often, temperature doesn't impose enough of a mechanical effect to worry about beyond describing the clothing the characters need to wear to be comfortable. Particularly hot and cold weather can make creatures fatigued more quickly during overland travel and can cause damage if harsh enough, as shown in the Temperature Effects table below.

Appropriate cold-weather gear can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold.
Temperature Effects
CategoryTemperatureFatigueDamage
Incredible cold–80°F or colder2 hoursModerate cold every minute
Extreme cold–79°F to –20°F4 hoursMinor cold every 10 minutes
Severe cold–21°F to 12°F4 hoursMinor cold every hour
Mild cold13°F to 32°F4 hoursNone
Normal33°F to 94°F8 hoursNone
Mild heat95°F* to 104°F*4 hoursNone
Severe heat105°F* to 114°F4 hoursMinor fire every hour
Extreme heat115°F to 139°F4 hoursMinor fire every 10 minutes
Incredible heat140°F or warmer2 hoursModerate fire every minute
* Adjust temperatures down by 15° in areas of high humidity.

Wind

Wind imposes a circumstance penalty on auditory Perception checks depending on its strength. It also interferes with physical ranged attacks, imposing a circumstance penalty to attack rolls involving such weapons, and potentially making attacks with them impossible in powerful windstorms. Wind snuffs out handheld flames; lanterns protect open flame from the wind, but particularly powerful winds can extinguish these as well.
Moving in Wind
Wind is difficult or greater difficult terrain when Flying. Moving in wind of sufficient strength requires a Maneuver in Flight action, and fliers are blown away on a critical failure or if they don't succeed at a minimum of one such check each round.

Even on the ground, particularly strong winds might require a creature to succeed at an Athletics check to move, knocking the creature back and prone on a critical failure. On such checks, Small creatures typically take a –1 circumstance penalty, and Tiny creatures typically take a –2 penalty.

Gravity

Most habitable planets have gravity similar to Earth or the world of Lost Golarion, defined as normal gravity. Other environments have higher or lower gravity, potentially debilitating characters or empowering them like superheroes.

Extreme Gravity

An environment with extreme gravity is dangerous for most characters. In addition to the effects of high gravity, a character takes minor to moderate bludgeoning damage per minute.

High Gravity

An environment with high gravity will be oppressive for most creatures. The Bulk of all creatures and objects is doubled, meaning creatures acclimated to normal gravity can carry only half as much. Creatures used to normal gravity move at half Speed and can jump only half as high and far. Physical ranged attacks are impossible beyond the third range increment (instead of the sixth). Creatures that fall in high gravity take bludgeoning damage equal to the distance they fell.

Normal Gravity

Normal gravity environments have conditions similar to planets like Earth or Lost Golarion.

Low Gravity

An environment with low gravity is liberating for creatures accustomed to normal or higher gravity. The Bulk of all creatures and objects is halved, meaning creatures acclimated to normal gravity can carry twice as much and jump twice as high and far. Physical ranged attacks are possible up to the twelfth range increment (instead of the sixth). Creatures that fall in low gravity take no damage for the first 10 feet of a fall and then take bludgeoning damage equal to a quarter of the remaining distance it fell.

Zero Gravity

Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10.
Movement in Zero Gravity
Creatures in a zero-g environment float aimlessly without a method of propulsion, cosmic flight, or nearby objects to Push Off of. Creatures with a natural fly Speed can't use their fly Speed in zero-g unless they have the cosmic trait. Creatures flying via propulsion, such as jetpacks, starship thrusters, and spells like fly or void vessel, are unaffected. Unless a creature has a means of moving in zero-g, it gains the untethered condition.

Radiation

Radiation is a threat to adventurers, whether it's the radiation emitted from stars or the radiation generated by various technological wonders of the universe.

Radiation and Technology

Radiation has a disrupting effect on technological items. Low-level radiation typically has no effect on technological items, but higher levels of radiation impose the glitching condition on technological equipment. This effect typically lasts until the item is removed from the source of radiation. Technological items exposed to particularly powerful radiation stop working entirely until they're removed from the source of radiation and permanently gain the glitching condition until they're repaired.

Radiation Sickness

Radiation sickness is a disease that damages a creature's body at a cellular level, causing sickness and even death. Radiation sickness is often grouped into four broad categories: mild, severe, extreme, and incredible. The effects of these categories of radiation sickness are described in Diseases, though other types of radiation sickness are known to exist.

Natural Disasters

Climate and environmental features can be a hindrance or long-term threat, but natural disasters represent acute danger, especially to those directly exposed to their fury.

Acid Rain

Acid rain is a catchall term for corrosive precipitation. Acid rain affects visibility and causes fatigue like normal precipitation but also deals minor acid damage each minute. Acid rain sometimes occurs as part of a thunderstorm.

Avalanches

Though the term avalanche specifically refers to a cascading flow of ice and snow down a mountain's slope, the same rules work for landslides, mudslides, and other similar disasters. Avalanches of wet snow usually travel up to 200 feet per round, though powdery snow can travel up to 10 times faster. Rockslides and mudslides are slower, sometimes even slow enough that a character might be able to outrun them.

An avalanche deals major or even massive bludgeoning damage to creatures and objects in its path. These victims are also buried under a significant mass. Creatures caught in an avalanche's path can attempt a Reflex save; if they succeed, they take only half the bludgeoning damage, and if they critically succeed, they also avoid being buried.
Burial
Buried creatures take minor bludgeoning damage each minute, and they potentially take minor cold damage if buried under an avalanche of snow. At the GM's discretion, creatures without a sufficient air pocket could also risk suffocation. A buried creature is restrained and usually can't free itself.

Allies or bystanders can attempt to dig out a buried creature. Each creature digging clears roughly a 5-foot-by-5 foot square every 4 minutes with a successful Athletics check (or every 2 minutes on a critical success). Using shovels or other proper tools halves the time.

Blizzards

Blizzards combine cold weather, heavy snow, and strong winds. They don't pose a single direct threat as other disasters do; instead, the combination of these factors all at once poses a substantial impediment to characters.

Collapses

Collapses and cave-ins occur when caverns or buildings fall, dumping tons of rock or other material on those caught below or inside them. Creatures under the collapse take major or massive bludgeoning damage and become buried, just as with an avalanche. Fortunately, collapses don't spread unless they weaken the overall integrity of the area and lead to further collapses.

Earthquakes

Earthquakes often cause other natural disasters in the form of avalanches, collapses, floods, and tsunamis, but they also present unique threats such as fissures, soil liquefaction, and tremors.
Fissures
Fissures and other ground ruptures can destabilize structures, but more directly they lead to creatures taking bludgeoning damage from falling into a fissure.
Soil Liquefaction
Liquefaction occurs when granular particles shake to the point where they temporarily lose their solid form and act as liquids. When this happens to soil, it can cause creatures and even whole buildings to sink into the ground. You can use the earthquake spell for more specific rules, though that spell represents only one particular kind of localized quake.
Tremors
Tremors knock creatures prone, causing them to fall or careen into other objects, which can deal bludgeoning damage appropriate to the severity of the quake.

Floods

Though more gradual floods can damage structures and drown creatures, flash floods are similar to avalanches, except with a liquid mass instead of a solid one. Instead of burying creatures, a flash flood carries creatures and even massive objects away, buffeting the creatures and potentially drowning them.

Gravity Wells

Gravity wells are dense objects or regions that generate their own gravity. Gravity wells create an area of difficult terrain or greater difficult terrain (depending on their density) for a creature moving away from them. At the end of a creature's turn, it moves a certain distance depending on the gravity well's mass. For example, the malfunctioning artificial gravity generator of a starship moves a creature 10 feet toward it at the end of that creature's turn.

Magnetic Storms

Magnetic storms are spikes in magnetic activity that interfere with technology on certain planets. Unshielded technology starts glitching during a magnetic storm and stops working during a severe magnetic storm.

Psystorms

A psystorm is a magical weather pattern that occurs on some planets. Winds that howl with alien voices, sudden flashes of color and sound, and other bizarre phenomena accompany psystorms. Creatures without shelter take minor to moderate mental damage each minute during a psystorm. There's also a chance that a character might be struck by a bolt of magical energy during a psystorm. An energy bolt usually deals moderate damage of a randomly determined type.

Sandstorms

Mild sandstorms and dust storms don't present much more danger than a windy rainstorm, but they can cause damage to a creature's lungs and spread diseases across long distances. Heavy sandstorms deal minor slashing damage each round to those exposed to the sand, force creatures to hold their breath to avoid suffocation, or both.

Tornadoes

In a tornado's path, wind conditions impose severe circumstance penalties, but creatures that would normally be blown away are instead picked up in the tornado's funnel, where they take massive bludgeoning damage from flying debris as they rise through the cone until they're eventually expelled (taking bludgeoning damage from falling).

Tornadoes usually travel around 300 feet per round (roughly 30 miles per hour). They normally travel a few miles before dissipating. Some tornadoes are stationary or travel much faster.

Tsunamis

Tsunamis present many of the same dangers as flash floods but are much larger and more destructive. Tsunami waves can reach 100 feet or more in height, wrecking buildings and creatures alike with massive bludgeoning damage from both the wave itself and debris pulled up along its path of destruction.

Volcanic Eruptions

Volcanic eruptions can contain any combination of ash, lava bombs, lava flows, pyroclastic flows, and vents.
Ash
Ash from volcanic eruptions is hot enough to cause minor fire damage each minute. It limits visibility like a thick fog and can make air unbreathable, requiring characters to hold their breath or suffocate. Ash clouds generate ash lightning strikes, which typically deal moderate electricity damage but are very unlikely to hit an individual creature. Ash buildup on the ground creates areas of uneven ground, difficult terrain, or greater difficult terrain, and ash in the atmosphere can block the sun for weeks or even months, leading to colder temperatures and longer winters.
Lava Bombs
Pressure can launch lava into the air that falls as lava bombs: masses of lava that solidify as they fly and shatter on impact, dealing at least moderate bludgeoning damage and moderate fire damage.
Lava Flows
Lava flows are an iconic volcanic threat; they usually move between 5 and 60 feet per round over normal ground, so characters can often outrun them. However, flows can move up to 300 feet per round in a steep volcanic tube or channel. Lava emanates heat that deal minor fire damage even before it comes into contact with creatures, and immersion in lava deals massive fire damage each round.
Pyroclastic Flows
Mixes of hot gases and rock debris, pyroclastic flows spread much faster than lava, sometimes more than 4,000 feet per round. While cooler than the hottest lava, pyroclastic flows are capable of overwhelming entire settlements. They work like avalanches but deal half of their damage as fire damage.
Vents
Steam vents shoot from the ground, dealing moderate fire damage or more in a wide column. Acidic and poisonous gases released from beneath the surface can create wide areas of hazardous terrain that deals at least minor acid or poison damage.

Vortex

Swirling windstorms sweep through the atmosphere of some planets, especially gas giants. Vortexes are more powerful than tornadoes, often traveling at speeds over 400 miles per hour. Some dissipate within hours, while others rage for years, fueled by superheated volatile gases. Vortexes deal massive bludgeoning damage each minute to creatures and objects (often including starships) in their path and carry them for hundreds of miles. Superheated vortexes also deal massive fire damage.

Wildfires

Wildfires travel mainly along a front moving in a single direction. In a forest, the front can advance up to 70 feet per round (7 miles per hour). They can move up to twice as fast across plains due to a lack of shade and the relatively low humidity. Embers from the fire, carried by winds and rising hot air, can scatter, forming spot fires as far as 10 miles away from the main wildfire. Wildfires present three main threats: flames, heat, and smoke.
Flames
Flames are hazardous terrain, usually dealing moderate damage and potentially setting a character on fire, dealing moderate persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire.
Heat
Wildfires increase the temperature in advance of the front, reaching nearly 1,500°F at the fire's arrival, as hot as some lava. This begins as minor fire damage every round at a reasonable distance from the front and increases to massive fire damage for someone within the wildfire.
Smoke
Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual Perception checks, depending on the thickness. It causes creatures viewed through significant amounts of smoke to be concealed, and it cuts off all visibility at half a mile or less. Near or within the wildfire, the combination of smoke and heated air require characters to hold their breath or suffocate.
Environmental Features
FeatureProficiency DC Band
AirlocksUntrained–trained
Atmosphere
AvalanchesExpert–legendary
Blizzards
BogsUntrained–trained
CatwalksUntrained-trained
CanopiesTrained–master
Chasms
CollapsesExpert–legendary
Cosmic RadiationExpert–legendary
CrowdTrained–master
CurrentsTrained–master
DecompressionUntrained–expert
Doors
EarthquakesTrained–legendary
Elevators
FloodsExpert–legendary
FloorsUntrained–expert
Fog
Gravity
Gravity WellsTrained–master
IceTrained–master
LavaExpert–legendary
Magnetic StormTrained–master
Maintenance TunnelsUntrained–expert
Precipitation
PsystormsExpert–legendary
Radiation
RooftopsTrained–master
RubbleUntrained–expert
SandUntrained–expert
SandstormsTrained–master
Security
Sewers
SlopesUntrained–trained
SnowUntrained–expert
StairsUntrained–trained
StreetsUntrained–trained
Temperature
TornadoesMaster–legendary
TreesUntrained–master
TsunamisMaster–legendary
Underwater Visibility
VacuumUntrained–trained
Volcanic EruptionsTrained–legendary
VortexExpert–legendary
WallsSee entry
WildfiresExpert–legendary
WindUntrained–legendary

Hazards

The galaxy is rife with devious traps and security systems meant to protect everything from mundane valuables and sensitive intelligence to ancient magical relics and cutting-edge prototypes. These traps come in many forms, ranging from mechanical devices that shoot tranquilizer darts and technological security systems that emit a maze of dangerous laser beams to magic runes that tear open rips in reality or time. In addition to traps, adventurers might stumble into other types of hazards, including naturally occurring environmental hazards, mysterious hauntings, and more.

Detecting a Hazard

Every hazard has a trigger of some kind that sets its dangers in motion. For traps, this could be a mechanism like a trip wire or a pressure plate, while for an environmental hazard or haunt, the trigger might simply be proximity. When characters approach a hazard, they have a chance of finding the trigger area or mechanism before triggering the hazard. They automatically receive a check to detect hazards unless the hazards require a minimum proficiency rank to do so.

During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesn't list a minimum proficiency rank, roll a secret Perception check against the hazard's Stealth DC for each PC. For hazards with a minimum proficiency rank, roll only if someone is actively searching (using the Search activity while exploring or the Seek action in an encounter), and only if they have the listed proficiency rank or higher. Anyone who succeeds becomes aware of the hazard, and you describe what they notice.

Magical hazards that don't have a minimum proficiency rank listed can be found using detect magic, but this spell doesn't provide enough information to understand or disable the hazard—it only reveals the hazard's presence. Determining a magical hazard's properties thoroughly enough to disable it requires either the use of more powerful magic or a successful skill check, likely using Identify Magic or Recall Knowledge. Magical hazards with a minimum proficiency rank can't be found with detect magic at all.

Triggering a Hazard

If the group fails to detect a hazard and the hazard's trigger is a standard part of traveling (such as stepping on a floor plate or moving through a motion sensor while walking), the hazard's reaction occurs. Hazards that would be triggered only when someone directly manipulates the environment—by opening a door or touching a control panel, for example—use their reactions only if a PC explicitly takes that action.

Reaction or Free Action

Most hazards have reactions that occur when they're triggered. For simple hazards, the reaction is the entirety of the hazard's effect. For complex hazards, the reaction might also cause the hazard to roll initiative, either starting a combat encounter or joining one already in progress, and the hazard continues to pose a threat over multiple rounds. Some hazards have a triggered free action instead of a reaction; for instance, an electric fence can shock multiple creatures per round.

Routine

A complex hazard usually follows a set of preprogrammed actions called a routine. Once triggered, the hazard first performs its initial reaction; then, if the PCs aren't yet in encounter mode, they should roll initiative. If they're already in encounter mode, their initiative remains the same. The hazard might tell you to roll initiative for it—in this case, the hazard rolls initiative using its Stealth modifier.

After this happens, the hazard follows its routine each round on its initiative. The number of actions a hazard can take each round, as well as what they can be used for, depends on the hazard.

Resetting a Hazard

Some hazards can be reset, allowing them to be triggered again. This can occur automatically, as for psychotropic spores, which regrow over the course of 2 weeks. In some cases, you might design a trap that must be reset manually, such as a grenade launcher turret that must be reloaded after being triggered.

Disabling a Hazard

The most versatile method for deactivating traps is the Disable a Device action of the Thievery skill, though many mechanical and technological traps can also simply be smashed, and magical traps can usually be counteracted. Sometimes, mechanical or technological traps can also be deactivated with Computers or Crafting. Environmental hazards often can be overcome with Nature or Survival, and haunts can often be overcome with Occultism or Religion. The specific skill and DC required to disable a hazard are listed in the hazard's stat block. Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM. As with detecting a hazard, disabling a hazard might require a character to have a certain proficiency rank in the listed skill.

A character must first detect a hazard (or have it pointed out to them) to try to deactivate it. They can attempt to deactivate a hazard whether or not it has already been triggered, though some hazards no longer pose a danger once their reactions have occurred, especially if there's no way for them to be reset.

For most hazards, a successful check for the listed skill against the DC in the stat block disables the hazard without triggering it. Any other means of deactivating the hazard are included in the hazard's stat block, as are any additional steps required to properly deactivate it. A critical failure on any roll to disable a hazard triggers it, including a critical failure on a roll to counteract a magical hazard.

Some hazards require multiple successful checks to deactivate, typically because they have a particularly complicated component or have several discrete portions. For hazards with a complex component, a critical success on a check to disable the hazard counts as two successes on a single component.

Damaging a Hazard

Rather than trying to carefully disable a hazard, a character might just smash it. Damaging a mechanical trap or another physical hazard works like damaging objects: the hazard reduces the damage it takes by its Hardness. In most cases, hitting the hazard also triggers it, as explained in Attacking a Hazard. If a hazard's Hit Points are reduced to its Broken Threshold (BT) or lower, the hazard becomes broken and can't be activated, though it can still be repaired. If it's reduced to 0 HP, it is destroyed and can't be repaired. (See Item Damage for more information on damaging objects.)

Hazards' AC, applicable saving throw modifiers, Hardness, HP, and BT are listed in their stat blocks. A hazard that doesn't list one of these statistics can't be affected by anything targeting that statistic. For example, a hazard that has HP but no BT can't be broken, but it can still be destroyed. Hazards are immune to anything an object is immune to unless specifically noted otherwise, and they can't be targeted by anything that can't target objects. Some hazards might have additional immunities, as well as resistances or weaknesses.
Attacking a Hazard
If someone hits a hazard—especially if it's a mechanical trap—they usually trigger it, though you might determine otherwise in some cases. An attack that breaks the hazard might prevent it from triggering, depending on the circumstances. If the hazard has multiple parts, breaking one part might still trigger the trap. For example, if a trap has a trip wire in one location and launches an attack from another location, severing the trip wire could still trigger the attack. Destroying a trap in one blow almost never triggers it. These rules also apply to most damaging spells or other effects in addition to attacks.
Repairing a Hazard
You might allow a character to repair a damaged hazard to restore its functionality. You determine the specifics of this since it can vary by trap. The Repair action might be insufficient if fixing the trap requires gathering scattered components or the like. If the item has a Reset entry, the character needs to do whatever is listed there, in addition to repairing the damage.

Counteracting a Magical Hazard

Some magical hazards can be counteracted using dispel magic and the counteracting rules. These hazards' spell ranks and counteract DCs are listed in their stat block. Counteracting a hazard otherwise works like using a skill check to disable the hazard.

Hazard Experience

Characters gain Experience Points for overcoming a hazard, whether they disable it, avoid it, or simply endure its attacks. If they trigger the same hazard later on, they don't gain XP for the hazard again. The XP values for hazards of different levels also appear in XP Rewards but are repeated here for convenience. The XP for a complex hazard is equal to the XP for a monster of the same level, and the XP for a simple hazard is one-fifth of that. Hazards of a lower level than the party's level – 4 are trivial and award no XP.
Hazard XP
LevelSimple HazardComplex Hazard
Party level – 42 XP2 XP
Party level – 33 XP3 XP
Party level – 24 XP4 XP
Party level – 16 XP6 XP
Party level8 XP8 XP
Party level + 112 XP12 XP
Party level + 216 XP16 XP
Party level + 324 XP24 XP
Party level + 430 XP30 XP

Hazard Format

Hazards are presented in a stat block format similar to those used for monsters. A few notes regarding the format follow the sample stat block.

Hazard NameHazard Level


Traits
Stealth This entry lists the Stealth modifier for a complex hazard's initiative or the Stealth DC to detect a simple hazard, followed by the minimum proficiency rank to detect the hazard (if any) in parentheses. If detect magic can be used to detect the hazard, this information is located here as well.
Description This explains what the hazard looks like and might include special rules.

Disable The DC of any skill checks required to disable the hazard are here; if the hazard can be counteracted, its spell rank and counteract DC are listed in parentheses.
AC the hazard's AC; Saving Throws the hazard's saves. Usually only haunts are subject to Will saves.
Hardness the hazard's Hardness; HP the hazard's Hit Points, with its Broken Threshold in parentheses; Immunities the hazard's immunities; Weaknesses the hazard's weaknesses, if any; Resistances the hazard's resistances, if any
Action Type [reaction] or [free-action] This is the reaction or free action the hazard uses; Trigger The trigger that sets off the hazard appears here; Effect For a simple hazard, this effect is often all the hazard does. For a complex hazard, this might also cause the hazard to roll initiative.
Routine This entry describes what a complex hazard does on each of its turns during an encounter; the number in parentheses after the word “Routine” indicates how many actions the hazard can use each turn. Simple hazards don't have this entry.
Action Any action the hazard can use appears here. Typically, this is a melee or ranged Strike.
Reset If the hazard can be reset, that information is here.

Level

The hazard's level indicates what level of party it's a good challenge for. If the hazard involves a toxin, curse, or other nonspell feature, that feature's level is the hazard's level.

Traits

The most notable hazard traits are trap (constructed to harm intruders), environmental (natural hazards), and haunt (spectral phenomena). Traps have a trait to indicate whether they're magical, mechanical, or tech (but can include any or all of these traits). Hazards that have initiative and a routine have the complex trait.

Stealth or Stealth DC

Complex hazards list their Stealth modifier, which they use for initiative, instead of their Stealth DC. If you need the DC, it's equal to this modifier + 10.

Simple Hazards

A simple hazard uses its reaction only once, after which its threat is over unless the hazard is reset.

Complex Hazards

Complex hazards function similarly to monsters during encounters, as they roll initiative and have actions of their own, though these are usually automated in a routine. Complex hazards can be used in encounters to take the place of a creature of the same level and are worth XP.

Building Hazards

You can build hazards to match your adventure's needs and to surprise your players at every turn. This guide presents the information in the typical order for a hazard stat block.

Concept

The first thing you'll need is a concept for your hazard. What level is your hazard? Will it be simple or complex? Is it a trap, a haunt, an environmental hazard, or something else? If it's a trap, is it mechanical, magical, tech, or all of the above? This is a good time to consider the hazard's description and how to disable it.

Hazard Types

The three main types of hazards are traps, environmental hazards, and haunts.

Traps are usually built or placed. They can also form accidentally, such as if a rift opens in time or between realities, or a vehicle's autopilot malfunctions. Mechanical traps always have some physical component, whereas purely magical traps typically don't. Magical traps can usually be counteracted by dispel magic, and those without a listed proficiency rank for Stealth can be found using detect magic. Tech traps can be affected by the glitching condition but never lose actions.

Environmental hazards might be living things, like spores and molds, or features of the terrain or environment, like rockslides. Some environmental hazards can't reasonably be attacked or damaged, such as a cloud of poisonous gas.

Haunts are usually formed when the spiritual essence of a location is imprinted with instincts and emotions from a living being's demise. Haunts lack matter, so they rarely involve a physical component, or they are incorporeal or might even be damaged only by vitality energy. Typically, PCs can learn clues to determine what it would take to lay a haunt to rest permanently.

Understanding and Choosing Statistics

Statistics determine how your hazard interacts with the game world, representing how dangerous it is and how hard it is to render harmless or circumvent. The statistics for your hazard can have extreme, high, or low values. You'll want to choose the value that's most appropriate for the concept of your hazard while ensuring that it's well balanced to ensure a fun encounter.

Extreme: The hazard is world-class in this statistic and can challenge almost any character. Almost all hazards have one extreme statistic because hazards normally activate only if they've gone unnoticed or if someone critically failed to disable them. Does it have an extreme Stealth DC that makes it incredibly hard to find, an extreme Disable DC that makes it perilous to disable, or an extreme save DC that makes it deadly in the event it triggers? These are the most common choices, as each affects a different phase of encountering the hazard.

High: Extremely capable but not world-class, the hazard presents a challenge for most characters. This is a capable level and can generally serve as a baseline value.

Low: If a hazard has a weakness, like a poor Reflex save for a bulky mechanical trap or an easy DC to disable for a hard-to-find trap, it usually has a low value. If you need something even lower, use a terrible value from Building Creatures, or just an incredibly low value.

Stealth and Disable

When determining a hazard's combat statistics, first decide how the hazard can be located and how hard it is to disable. A hazard where the main challenge is how difficult it is to find, like memory crystals, might have a very different effect for its level than a hazard out in plain sight, daring a PC to try to disable it, like the laser turret or the monument to the Devourer.

When deciding how your hazard is disabled, come up with a narrative description of how it would happen, which will inform which methods and skills disable the hazard. You'll need to decide the proficiency rank necessary to find the hazard as well as disable it with each method. Remember, a hazard without a listed rank next to its Stealth DC is obvious enough that creatures can find it without Searching, and magical hazards without a listed rank aren't normally protected against detect magic. Most hazards built by intelligent creatures are concealed and have at least a trained rank. The Minimum Proficiency table indicates the high and moderate proficiency requirements by level; you can use lower proficiency ranks than the ones listed, and if you use the high rank, consider a secondary, perhaps less-efficient method to disable the hazard using a lower rank. For instance, the exploding egg sac environmental hazard can be disabled with expert Survival, or by a higher DC with trained Nature.

If you need a Stealth modifier for a complex hazard, just subtract 10 from the listed DC.
Stealth and Disable DCs
LevelExtremeHighLow
–1181512 to 11
0191613 to 12
1201714 to 13
2211815 to 14
3232017 to 15
4252218 to 17
5262320 to 18
6282521 to 19
7302723 to 21
8312824 to 22
9333026 to 23
10353227 to 25
11363329 to 26
12383530 to 27
13403732 to 29
14413833 to 30
15434035 to 31
16454236 to 33
17464338 to 34
18484539 to 35
19504741 to 37
20514842 to 38
21535044 to 39
22555245 to 41
23565346 to 42
24585548 to 43
Minimum Proficiency
LevelsHighModerate
0 or lowerUntrainedUntrained
1–4Trained (expert for Perception)Trained
5–8ExpertTrained
9–18MasterExpert
19 or higherLegendaryMaster

Defenses

If there's a physical component that a character could break, you'll need to determine the hazard's AC, Fortitude save, and Reflex save, using the extreme, high, and low values (preceded by E, H, or L on the Hazard Defenses table) as well as its Hardness, HP, and Broken Threshold (BT). When building a purely magical or formless hazard, you can skip this section.

Some hazards, even high-level ones, don't make sense with a high Hardness value. In those cases, you can skip the Hardness and use the HP values from the Hit Points table. Especially for complex hazards, you might want to divide the durability over multiple sections, located in different positions, to encourage teamwork and mobility.
Hazard Defenses
LevelEACHACLACE SaveH SaveL SaveHardnessHP*
–1181512+9+8+22–411–13
0191613+10+9+33–515–17
1191613+11+10+45–723–25
2211815+12+11+57–930–34
3221916+14+12+610–1242–46
4242118+15+14+811–1346–50
5252219+17+15+912–1450–54
6272421+18+17+1113–1554–58
7282522+20+18+1214–1658–62
8302724+21+19+1315–1762–66
9312825+23+21+1516–1866–70
10333027+24+22+1617–1970–74
11343128+26+24+1819–2178–82
12363330+27+25+1920–2282–86
13373431+29+26+2021–2386–90
14393633+30+28+2222–2490–94
15403734+32+29+2323–2594–98
16423936+33+30+2525–27101–107
17434037+35+32+2627–29109–115
18454239+36+33+2729–31117–123
19464340+38+35+2931–33125–131
20484542+39+36+3033–35133–139
21494643+41+38+3236–38144–152
22514845+43+39+3339–41156–164
23524946+44+40+3444–46168–176
24545148+46+42+3646–50180–188
* The Broken Threshold is usually half the hazard's HP.

Offense

Almost all hazards need an attack bonus or a save DC, and hazards that deal damage need to list a damage value. Simple hazards deal about twice as much damage as complex hazards and have a very high attack bonus (abbreviated as S. Atk in the Hazard Offense table on page 115). Complex hazards usually have more moderate attack bonuses (abbreviated as C. Atk in the table). You can adjust them further using the Strike Attack Bonus table on page 124 if your hazard needs it. Simple hazard DCs aren't as high for their level as their attack bonuses are since effects with DCs usually have some effect even on a successful saving throw; use the EDC and HDC columns for extreme and hard DCs in the table.

The damage columns on the table give a damage expression you can use, followed by the average damage in parentheses. If you want to make your own damage expression, remember that average damage is 2.5 for a d4, 3.5 for a d6, 4.5 for a d8, 5.5 for a d10, and 6.5 for a d12.
Hazard Offense
LevelS. AtkC. AtkSimple DmgComplex DmgEDCHDC
–1+10+82d4+1 (6)1d4+1 (3)1916
0+11+82d6+3 (10)1d6+2 (5)1916
1+13+92d6+5 (12)1d6+3 (6)2017
2+14+112d10+7 (18)1d10+4 (9)2218
3+16+122d10+13 (24)1d10+6 (12)2320
4+17+144d8+10 (28)2d8+5 (14)2521
5+19+154d8+14 (32)2d8+7 (16)2622
6+20+174d8+18 (36)2d8+9 (18)2724
7+22+184d10+18 (40)2d10+9 (20)2925
8+23+204d10+22 (44)2d10+11 (22)3026
9+25+214d10+26 (48)2d10+13 (24)3228
10+26+234d12+26 (52)2d12+13 (26)3329
11+28+244d12+30 (56)2d12+15 (28)3430
12+29+266d10+27 (60)3d10+14 (30)3632
13+31+276d10+31 (64)3d10+16 (32)3733
14+32+296d10+35 (68)3d10+18 (34)3934
15+34+306d12+33 (72)3d12+17 (36)4036
16+35+326d12+35 (74)3d12+18 (37)4137
17+37+336d12+37 (76)3d12+19 (38)4338
18+38+356d12+41 (80)3d12+20 (40)4440
19+40+368d10+40 (84)4d10+20 (42)4641
20+41+388d10+44 (88)4d10+22 (44)4742
21+43+398d10+48 (92)4d10+24 (46)4844
22+44+418d10+52 (96)4d10+26 (48)5045
23+46+428d12+48 (100)4d12+24 (50)5146
24+47+448d12+52 (104)4d12+26 (52)5248

Designing Simple Hazards

When designing a simple hazard, make sure to select an appropriate trigger and effect. Often, a simple hazard that merely damages its target is little more than a speed bump that slows down the game without much added value, so think about the purpose of your hazard carefully, both in the story and in the game world, especially when it's a hazard that a creature intentionally built or placed in that location. A great simple hazard does something interesting, has a longer-lasting consequence, or integrates with the nearby inhabitants or encounters in some way (as discussed under Dynamic Encounters).

Designing Complex Hazards

Unlike a simple hazard, a complex hazard can play the part of a creature in a battle or can be an encounter all its own. Many of the concerns with damaging effects when designing a simple hazard don't apply when designing a complex hazard. A complex hazard can deal its damage over and over again and isn't intended to be quick to overcome.

A good complex hazard often requires disabling multiple components or otherwise interacting with the encounter in some way. For instance, while the haywire autopilot can be remotely reprogrammed with a challenging Computers check, characters who want to use Piloting or Thievery to override the autopilot will first need to board the vehicle using Acrobatics or Athletics.

Building Routines

A complex hazard has a routine each round, whether it stems from preprogrammed instructions built into a trap, instincts and residual emotions swirling around a complex haunt, or a natural phenomenon like mutation fog. Build a routine that makes sense for the hazard; a chute that ejects lava into the area each round shouldn't be able to precisely target only the PCs, but it might spatter random areas within range or everything within range, depending on how you describe the hazard. However, a complex haunt might be able to recognize and target only living creatures.

If you create a hazard that can't consistently attack the PCs (such as an electric fence, which only damages creatures touching the fence), it can be deadlier than normal in other ways.

The hazard should have as many actions as you feel it needs to perform its routine. If you split the routine out into several actions, you can also remove some of the hazard's actions once partial progress is made in disabling or destroying it; this can give the PCs a feeling of progress, and it can encourage them to handle the hazard if it appears in an encounter alongside creatures.

Building Creatures

Making your own creatures fleshes out your game world and lets you introduce concepts not yet available in published products like Alien Core and similar volumes. These guidelines help you customize creatures to your specifications and explore your imagination. From alien monsters to corporate masterminds, you have the power to design creatures that fit the narrative needs of your story.

Creatures aren't built the same way PCs are. The rules for building them are more flexible, and their statistics are based on benchmark final numbers rather than combining each individual modifier together. This is called top-down design, in which you consider the design process as a whole and select the details that reflect your intended result, rather than building statistics from the bottom up and hoping the finished creature matches your vision.

This guide provides a step-by-step process to build creatures, but as you get more comfortable with creature creation, you might prefer to use different methods. You could start with one ability you think is cool, or you might look to create a spellcaster of a certain type. There's no wrong starting place or wrong way to compile and present your creation; some GMs prefer to generate a stat block that's as similar to an official Alien Core entry as possible, while others prefer just a brief set of notes.

Develop the Concept

To begin, come up with the creature's concept. You likely already have the basic idea. As you add details to the general idea, taking notes can help keep your creature on track. Consider the parts of your creature you find most compelling and want to emphasize when the creature hits the table. For example, in Alien Core, typodaemons thrive on the subtle destruction wrought by their mischief and become sickened if you point out their intentional errors. Tax collector robots relentlessly pursue their targets but can be placated by paying a fine, as represented by their centerpiece ability, tax collector. Note your creature's core aspects, and if you feel uncertain later, you can look back and ask yourself, “Does this emphasize a core aspect or not?”

Next, look at the creature's role in your game. Is it meant to be a combatant? A social creature? A trusted ally? Figuring this out will help you determine whether to give it strong combat abilities or to focus on skills, spells, and special abilities. Think about how the creature might behave if it's in a fight, if someone tries to talk to it, or if it's in a social situation. Does it work better alone or with allies? What sort of character should be best at facing it or be particularly weak against it?

Also consider the complexity of the creature. This matters most when you plan to use a large number of creatures of that type. If you'll use five at the same time, you'll want their turns to move swiftly and avoid complex special actions. A creature that's likely to face a group of PCs alone can have more abilities, and it might need a more versatile set of defenses against PC tactics. Cut complexity as much as you can while retaining your desired theme.

Now, how do you want an encounter with this creature to feel? Should it be scary? Mobile? Confusing? A mystical duel or a knockdown, drag-out fight? What can you give your creature to convey those characteristics? Much of this feel will come from your choice of the creature's special abilities or spells, rather than its raw numbers.

With all this in mind, think about what specific abilities your creature should have. Take a few notes now, and get to the details later. You can use abilities from Alien Core or feats in Player Core, adjusting as needed, to save yourself time. It helps to think of a creature that's similar to yours and see what makes it tick—and what you can steal from it. Maybe you can just reskin that creature (sidebar Reskinning a Creature), instead of making a new one from scratch.

Now that you understand your creature's concept, it's time to get to the statistics. Remember that you can always change your concept later on. Your creation might evolve and transform as you go, so be open to change.

Understanding Statistics

Most of the statistics in this section use a scale of extreme, high, moderate, and low—some use terrible values as well.

Extreme: The creature is world-class in this statistic and can challenge almost any character. Most creatures have no extreme statistics or only one extreme statistic, although some creatures might have additional extreme statistics and weaker related statistics elsewhere (a common example being a creature trading accuracy for extreme damage). Examples from Alien Core include the zitteroc's Athletics modifier and the necrovite's spell DC.

High: Extremely capable but not world-class, the creature presents a challenge for most characters. Just about all creatures have at least one high value. Most combat-focused creatures have high AC and either a high attack bonus and high damage, or a merely moderate attack bonus but extreme damage. A cerebinite's attack bonus and a heliad nymph's Diplomacy modifier are high values.

Moderate: A middle-of-the road statistic covers anything unremarkable about the creature. Use this one often.

Low: The creature is actively bad at this. Choose these intentionally to represent the creature's weak points. Most creatures should have at least one low statistic; an example is the warp troll's Will save.

Terrible: Some statistics can dip even lower than low, to terrible. This indicates a truly awful statistic that still isn't game-breakingly bad. A tech zombie's Intelligence is terrible, as is a void ooze's Reflex save.

Push and Pull

Statistics should be balanced overall. That means if you're giving a creature an extreme statistic, it should have some low or terrible statistics to compensate. For example, if you were making a creature extremely hard to hit by giving it an extreme AC, you'd likely give it lower saving throws or low HP. If a creature is great at spellcasting, it might need several low statistics to be a balanced challenge. There's no perfect system for making these decisions. If you've made a creature that has four high stats and nothing low, or vice versa, take another look. A creature's strengths and weaknesses change the PCs' strategies for dealing with it, and that's what makes playing the game fun!

Extreme Increases

At the higher levels of the game, PCs have more tools at their disposal, so the creatures they face need to hit back harder! At higher levels, give each creature more extreme statistics. Having one extreme statistic becomes typical around 11th level. A creature of 15th level or higher typically has two extreme statistics, and one of 20th level or higher should have three or four. Keep in mind that these should be relevant to the encounters you expect them to have—extreme social skills aren't much use to a combat-focused creature. Be careful about giving multiple extreme statistics that are closely linked: a creature with extreme damage and Fortitude saves is one thing, but having an extreme attack bonus and extreme damage allows the creature to apply both extreme statistics to each attack.

Level

For most creatures you build, their level depends on the level of the party that will encounter it. Look at other creatures you think are similar in power to yours to determine its level. Note that level represents a creature's combat ability, so a creature that's more social might have 3rd-level combat statistics and 6th-level skills, but it would remain a 3rd-level creature. Most such creatures are NPCs; for more information on this distinction and how to use it, see Non-Combat Level.

Some abilities are hard for PCs to deal with at low levels. For instance, creatures with an extreme AC at lower levels can make for frustrating foes that require exceptionally high rolls to hit. Natural invisibility or at-will invisibility as an innate spell should come at around 6th level, when PCs are more likely to prepare see the unseen in lower-rank spell slots, or 8th level, when some PCs get access to the truesight sight.

The tables in this chapter go up to 24th level, the highest-level extreme encounter a party might face.

Size and Traits

Fill out the trait line of your creature's stat block. Creatures can be whatever size you need them to be, though you seldom find Large creatures below 1st level, Huge creatures below 5th level, or Gargantuan creatures below 10th level. Generally, you don't automatically adjust statistics for size, except to Strength modifiers for Large and bigger creatures, which you'll find in the following Attribute Modifiers section.

Your creature will almost certainly have one of the following traits to define its type: aberration, animal, astral, beast, celestial, construct, dragon, elemental, ethereal, fey, fiend, fungus, giant, humanoid, monitor, ooze, plant, robot, or undead. If you're making a creature from an existing category of a type, such as demon, it also has that category as a trait. Creatures with a close affinity to elements—air, earth, fire, metal, water and wood—or types of energy—like acid, cold, and electricity—have those traits.

Some abilities that are typical of creatures with the traits listed here can be found in Trait Abilities. As with the other steps, looking at similar creatures will give you an idea of what traits to use.

Add any traits that have detailed rules attached to them, like amphibious, aquatic, cosmic, incorporeal, mindless, and swarm. You can add traits related to the creature category, such as kucharn or midwife, but most of these traits are pretty self-evident in play. If at any point you realize during play that you didn't add a trait the creature really should have, you can usually apply it retroactively.

Attribute Modifiers

Next, figure out your creature's attribute modifiers since these will suggest what their other statistics should be. You don't have to determine the exact numbers, but it's good to avoid creating creatures whose attribute modifiers are at odds with their abilities, like creatures with a terrible Wisdom modifier and a very high Perception. Most of the time, you'll just be using attribute modifiers for untrained skills, so they're useful as a guide but not crucial.

The Attribute Modifier Scales table shows some benchmarks for your creatures. Use high for the creature's best attribute modifiers, moderate for ones they're okay at, and low for the rest. If a creature has a truly bad ability, you can go as low as –5. That's the terrible range for attribute modifiers, and doesn't really change by level. This is most common with animals, which have an Intelligence modifier of –4 (for khefaks, laser wolves, rats, and such) or –5 (for more instinctual animals like insects), and for mindless creatures, which have a –5 Intelligence modifier.

Few creatures use the extreme column. A powerful, dedicated spellcaster might use an extreme spellcasting statistic, or a preternaturally charming creature like a nymph might have an extreme Charisma modifier. However, the most common way extreme numbers are used is for really big, really strong creatures. This happens with only Large or bigger creatures from 1st to 5th level, Huge or larger creatures from 6th to 9th level, and Gargantuan creatures from 10th to 15th level. Beyond that level, a creature doesn't gain an extreme Strength modifier from size alone.
Attribute Modifier Scales
LevelExtremeHighModerateLow
–1+3+2+0
0+3+2+0
1+5+4+3+1
2+5+4+3+1
3+5+4+3+1
4+6+5+3+2
5+6+5+4+2
6+7+5+4+2
7+7+6+4+2
8+7+6+4+3
9+7+6+4+3
10+8+7+5+3
11+8+7+5+3
12+8+7+5+4
13+9+8+5+4
14+9+8+5+4
15+9+8+6+4
16+10+9+6+5
17+10+9+6+5
18+10+9+6+5
19+11+10+6+5
20+11+10+7+6
21+11+10+7+6
22+12+10+8+6
23+12+10+8+6
24+13+12+9+7

Perception

Perception is a fairly straightforward statistic. Use Wisdom as a guide for setting it, and adjust to the high side if your creature has acute senses or extra training. If your creature has low Wisdom, for example, it would probably have a low Perception modifier, or moderate if it's supposed to be a great hunter. Don't make your creature's Perception higher just because it's often used for initiative; creatures with poor Perception could use a skill check for initiative instead, such as Stealth.

Senses

Choose or design any special senses for your creature, such as low-light vision, darkvision, or scent. If you're making a sense from scratch, simply decide what it senses, whether it has a range limit, and whether it's precise or imprecise. For example, a ferrofluid ooze has magnetic scent. This means it can sense large sources of magnetic metal within 100 feet, and the sense is precise—about as acute as human vision in daylight.
Perception
LevelExtremeHighModerateLowTerrible
–1+9+8+5+2+0
0+10+9+6+3+1
1+11+10+7+4+2
2+12+11+8+5+3
3+14+12+9+6+4
4+15+14+11+8+6
5+17+15+12+9+7
6+18+17+14+11+8
7+20+18+15+12+10
8+21+19+16+13+11
9+23+21+18+15+12
10+24+22+19+16+14
11+26+24+21+18+15
12+27+25+22+19+16
13+29+26+23+20+18
14+30+28+25+22+19
15+32+29+26+23+20
16+33+30+28+25+22
17+35+32+29+26+23
18+36+33+30+27+24
19+38+35+32+29+26
20+39+36+33+30+27
21+41+38+35+32+28
22+43+39+36+33+30
23+44+40+37+34+31
24+46+42+38+36+32

Languages

Think about what languages the creature would need to communicate with other creatures in its home. For instance, many intelligent undead speak Necril, and many creatures from the Azlanti Star Empire speak Azlanti. If you want your creature to be able to speak to the PCs, be sure it has Common; for a creature with no reason to speak the common tongue of your setting (such as most extraplanar creatures in a typical campaign, or creatures from the Vast), be sure it doesn't. Some creatures can understand language but can't vocalize; in this case, you can state that they can't speak any language. For creatures that need to be able to infiltrate and communicate wherever they go, you might give them a digital translator, truespeech, the ability to communicate telepathically, or a similar ability as a constant innate spell.

Skills

You have lots of flexibility in setting your creature's skills. Pick some skills you think are appropriate, and consider how good the creature is at them. High skills are roughly on par with a specialized PC of the creature's level, though they could be a little lower or higher. Most creatures have at least one high skill, but no more than three. The best skills should go with the best attribute modifiers, and you might even want to estimate the creature's proficiency rank for these skills. Some skills can get a high bonus for free to fit the creature's theme, particularly Lore skills.

Most creatures don't have an extreme skill unless they're world-class for their level, like a necrovite's Arcana. Having an extreme skill is less impactful than having an extreme AC or attack bonus, but it still might warrant a sacrifice elsewhere, especially if the creature also has more high skills than usual. There's no need for terrible skill modifiers since an untrained skill usually represents that.

Special Modifiers

You can also add special, thematic modifiers for certain skill uses. For instance, you might give a creature that secretes adhesive “Athletics +7 (+9 to Climb or Grab).” This special bonus should still remain at or below the extreme number, especially if it has a combat purpose like the Grab bonus above. You don't need to do this when the skill use is for the skill's primary purpose, such as “Piloting +7 (+9 to Pilot a starship).”
Skills
LevelExtremeHighModerateLow
–1+8+5+4+2 to +1
0+9+6+5+3 to +2
1+10+7+6+4 to +3
2+11+8+7+5 to +4
3+13+10+9+7 to +5
4+15+12+10+8 to +7
5+16+13+12+10 to +8
6+18+15+13+11 to +9
7+20+17+15+13 to +11
8+21+18+16+14 to +12
9+23+20+18+16 to +13
10+25+22+19+17 to +15
11+26+23+21+19 to +16
12+28+25+22+20 to +17
13+30+27+24+22 to +19
14+31+28+25+23 to +20
15+33+30+27+25 to +21
16+35+32+28+26 to +23
17+36+33+30+28 to +24
18+38+35+31+29 to +25
19+40+37+33+31 to +27
20+41+38+34+32 to +28
21+43+40+36+34 to +29
22+45+42+37+35 to +31
23+46+43+38+36 to +32
24+48+45+40+38 to +33

Items

If you gave a creature gear equivalent to a PC, your PCs would gain a huge amount of treasure by defeating a large group of them. Using the Safe Items table can help you avoid that. A creature can have a single permanent item of the listed level without issue. For example, if a 6th-level creature has a tactical doshko, that item isn't worth enough that the PCs would be massively rich if they encountered many creatures of that type and sold everything they found. You can give a creature several lower-level items too. Just pay attention to your overall treasure as measured against the Safe Item table on page 121. At the lowest levels, a creature can certainly have multiple level 0 items, even though normally a creature should have only one item of the level listed in the Safe Item Level column. You can also give a creature's item the implanted trait if it's attached to its body, making it so the item can't be looted.

Specific creatures or NPCs have more leeway to break these guidelines because you can plan the rest of your adventure's loot around them. Also, giving a boss a powerful magic item makes the fight and its aftermath more interesting.
Safe Items
Creature LevelSafe Item Level
3 or lower0
4–51
62 (tactical weapon)
73
84 (advanced weapon)
95 (tactical armor)
106
117
128 (advanced armor)
139
1410 (superior weapon)
1511 (superior armor)
1612 (elite weapon)
1713
1814 (elite armor)
1915
2016 (ultimate weapon)
2117
2218 (ultimate armor)
2319 (paragon weapon)
2420 (paragon armor)

Defenses

Consider adjusting your creature's HP, AC, and saves in tandem based on its theme. Almost no creature has great defenses in all areas, and such creatures often result in frustrating fights. A creature with extreme AC might mean reducing its HP to the next lowest category, or reducing its HP by a smaller amount and making another reduction elsewhere. On the other hand, a creature that's easy to hit could have more HP and a strong Fortitude save to compensate.

Armor Class

Because AC is one of the most important combat stats, you need to be more careful when setting this number for any creature you expect to end up in a fight. Low AC typically fits spellcasters, who compensate with their selection of powerful spells. Most creatures use high or moderate AC—high is comparable to what a PC fighter would have. Reserve extreme AC for a creature that's even better defended; these values are for creatures that have defenses similar in power to those of a soldier or other heavily armored character.
Armor Class
LevelExtremeHighModerateLow
–118151412
019161513
119161513
221181715
322191816
424212018
525222119
627242321
728252422
830272624
931282725
1033302927
1134313028
1236333230
1337343331
1439363533
1540373634
1642393836
1743403937
1845424139
1946434240
2048454442
2149464543
2251484745
2352494846
2454515048

Saving Throws

You can often set saves quickly by assigning one high, one moderate, and one low modifier. Some creatures might vary from this, either because they have poor AC but better saves or because they should thematically have multiple good saves and compensate elsewhere. You have more flexibility with saves, and having one save be 1 more or 1 less than the listed number is rarely a big deal. Pay attention to the creature's Con, Dex, and Wis modifiers—these don't have to correspond to the creature's saves exactly, but should inform your choices.

Extreme saves often pair with extreme or high attribute modifiers. Almost no creature should have more than one extreme save, even at high levels. Assign terrible saves to creatures that have a clear weak point—for example, a nearly immobile creature would have a terrible Reflex save.
Saving Throws
LevelExtremeHighModerateLowTerrible
–1+9+8+5+2+0
0+10+9+6+3+1
1+11+10+7+4+2
2+12+11+8+5+3
3+14+12+9+6+4
4+15+14+11+8+6
5+17+15+12+9+7
6+18+17+14+11+8
7+20+18+15+12+10
8+21+19+16+13+11
9+23+21+18+15+12
10+24+22+19+16+14
11+26+24+21+18+15
12+27+25+22+19+16
13+29+26+23+20+18
14+30+28+25+22+19
15+32+29+26+23+20
16+33+30+28+25+22
17+35+32+29+26+23
18+36+33+30+27+24
19+38+35+32+29+26
20+39+36+33+30+27
21+41+38+35+32+28
22+43+39+36+33+30
23+44+40+37+34+31
24+46+42+38+36+32

Hit Points

Give a creature HP in the moderate range unless its theme strongly suggests it should use another range. Spellcasters, for example, often have low HP. Brutish creatures usually have high HP, compensating with lower AC, weaker saves, fewer tactical options, or other limitations. As mentioned in the Defenses section above, you don't want a creature with extreme AC to have high HP too.

Hit Points are closely tied in with immunities, weaknesses, and resistances, so if your creature has any of those, look at that section before finalizing HP.

Regeneration and Healing Abilities

Your creature might have regeneration, fast healing, or some other ability to heal itself. These healing abilities can greatly affect the flow of a fight. Regeneration or fast healing heals a number of hits each round—usually one to one and a half hits. To determine the number of Hit Points it should restore, look at the high damage value on the Strike Damage table and multiply that value by the number of hits healed. For instance, if the high damage is 20, regeneration between 20 to 30 makes sense. The value should be higher if the regeneration is easy to overcome—and remember that most regeneration gets easier to overcome at higher levels. Also, you might want to decrease the creature's total HP by double its regeneration value. Fast healing follows the same rules, but because it can't prevent a creature's death and there isn't always a way to deactivate it, you might want to give the creature more HP instead of fast healing to keep things simple.

If a creature can use an ability that heals it, that ability typically restores more HP since it costs actions. An at will healing ability should be based on a heal spell 2 ranks lower than the highest-rank spell a creature of that level could ordinarily cast (for example, an 11th-level creature can typically cast up to 6th-rank spells, so you would base its healing ability on a 4th-rank heal spell). If the ability both deals damage and heals, use that same baseline scale from above but with vampiric feast instead of heal.
Hit Points
LevelHighModerateLow
–198–76–5
020–1716–1413–11
126–2421–1916–14
240–3632–2825–21
359–5348–4237–31
478–7263–5748–42
597–9178–7259–53
6123–11599–9175–67
7148–140119–11190–82
8173–165139–131105–97
9198–190159–151120–112
10223–215179–171135–127
11248–240199–191150–142
12273–265219–211165–157
13298–290239–231180–172
14323–315259–251195–187
15348–340279–271210–202
16373–365299–291225–217
17398–390319–311240–232
18423–415339–331255–247
19448–440359–351270–262
20473–465379–371285–277
21505–495405–395305–295
22544–532436–424329–317
23581–569466–454351–339
24633–617508–492383–367

Immunities, Weaknesses and Resistances

If it's highly thematic for a creature to have an immunity, weakness, or resistance, consider adding it. The Resistances and Weaknesses table lists the ranges for weaknesses and resistances by level.

Immunities are generally reserved for creatures made of an unusual substance (like a fire elemental being immune to fire). You can also give an immunity if a creature's biology or construction would logically cause it to be unaffected (like a mindless creature's immunity to mental effects). If the creature should be hard to affect with something but the conditions above aren't true, give it a resistance instead. For instance, most cosmic creatures aren't actually made of ice, so it wouldn't be immune to cold, but its life in space makes it resistant to cold. You'll typically use the lower end of the value on the Resistances and Weaknesses table for a broad resistance that applies to a wide range of effects, like "physical 5 (except silver)" and the higher end for something narrower, like a single damage type. A creature with a resistance, especially a broad resistance or a physical resistance, usually has fewer HP.

Giving your creature a weakness adds flavor to it and greatly rewards effective player tactics once your players identify the weakness. The weakness should apply to one damage type or phenomenon and use the high end of the scale. Creatures typically have at most one weakness. If a creature has a weakness, especially to something common, give it additional HP. The amount of additional HP might depend on how tough the creature should feel if the PCs don't exploit its weakness; a tough creature might have additional HP equal to quadruple the weakness value. A creature with a hard-to-exploit weakness might have additional HP equal to the weakness value or less.

In Starfinder, PCs have access to a wide variety of damage types. A 1st-level character can pack a laser pistol (fire damage), a sonic rifle (sonic damage), or even a neural lash (mental damage). Because of this prevalence of damage type accessibility, resistances and weaknesses can often turn the tide of a battle. Some damage types, like fire or cold, often appear as obvious use cases for resistances and weaknesses. Be sure to vary your creature design to include some that might have mental or sonic resistance as a means of encouraging weapon diversity.

The combination of more HP and a weakness has a different feel from standard HP with resistances. If the creature being an impervious tank really fits its theme, use a resistance with an exception, such as "physical 5 (except silver)." If, however, it makes more sense for normal hits to get through and the creature to simply have great staying power, use more HP and a weakness. Living hardlight and tech zombies are a good example of the difference between these styles. Living hardlight has resistances because they're holograms and hard to hurt. Tech zombies, on the other hand, have more HP and a weakness to slashing damage-they're tougher, but their bodies aren't built to deflect weapon attacks, and slashing attacks can rip them up quickly.
Resistances and Weaknesses
LevelMaximumMinimum
–111
031
132
252
363
474
584
695
7105
8116
9126
10137
11147
12158
13168
14179
15189
16199
171910
182010
192111
202211
212312
222412
232513
242613

Speed

Your creature's Speed should be 25 feet if it moves like a human. Beyond that, you can set the Speed to whatever makes sense. Remember that the creature can move up to triple this number if it spends its whole turn moving, so if you want the PCs to be able to chase the creature, its Speed can be only so high. Most creatures should have a ranged attack, fly Speed, or other way to deal with flying PCs, speedy PCs, and PCs with more efficient actions that let them engage and retreat more easily. This includes creatures converted from Pathfinder, where PCs can only fly at higher levels (see Anachronistic Creatures for more information.)

Creatures can have climb and swim Speeds at any level. While you can give your creature a fly Speed at 1st-level, as most PCs should have ranged options available to them, it's better to wait until around 3rd level (when PCs have enough feats to support those ranged attacks and access to items like jump jets and jet packs) to give your creature a fly Speed if it also has ranged attacks or another way to harry the PCs from a distance indefinitely.

Strikes

When building your creature's selection of Strikes, use the following sections to set the Strike's attack bonus and damage. Give the attack all the normal traits if it's a weapon; for unarmed attacks or weapons you invent, give whatever traits you feel are appropriate. Note that these traits might influence the damage you give the Strike.

You might want to make sure a creature has an unarmed attack if you think it's likely to get disarmed. Creatures should always have access to a ranged strike; even if most PCs can't fly until they get access to jet packs at 5th level, lower-level PCs might still have access to climb Speeds and limited flight options like jump jets much sooner. Some ancestries give innate flight speed too, so it's possible to have a 1st-level PC flying around the battlefield, which means most creatures do need a ranged option or be in an area where flight mobility is limited. Many parties can also pin down melee-only enemies in a way that makes an encounter trivial if the enemies don't have ranged strikes.

Strike Attack Bonus

Use a high attack bonus for physically combative creatures that also usually have high damage. A creature could have a higher attack bonus and lower damage, or vice versa (for instance, a moderate attack bonus and extreme damage might fit a creature that's more like an operative), instead of having a poor statistic in another category. Spellcasters typically have poor attack bonuses, potentially in exchange for extreme spell DCs.
Strike Attack Bonus
LevelExtremeHighModerateLow
–1+10+8+6+4
0+10+8+6+4
1+11+9+7+5
2+13+11+9+7
3+14+12+10+8
4+16+14+12+9
5+17+15+13+11
6+19+17+15+12
7+20+18+16+13
8+22+20+18+15
9+23+21+19+16
10+25+23+21+17
11+27+24+22+19
12+28+26+24+20
13+29+27+25+21
14+31+29+27+23
15+32+30+28+24
16+34+32+30+25
17+35+33+31+27
18+37+35+33+28
19+38+36+34+29
20+40+38+36+31
21+41+39+37+32
22+43+41+39+33
23+44+42+40+35
24+46+44+42+36

Strike Damage

The Strike Damage table gives the damage a creature should deal with a single Strike. You might use a lower category if the creature has better accuracy, or a higher category if its accuracy is lower.

A creature that's meant to be primarily a melee threat uses high damage for its melee Strikes, or moderate for melee Strikes that have the agile trait. Ranged attacks more typically use the moderate value. A creature that's meant to be highly damaging uses the extreme damage values but might then have a moderate attack bonus. As with most statistics, extreme damage is more likely at higher levels. You can also use the extreme value for special attacks that the creature can use only a limited number of times or under circumstances that aren't likely to happen every round.

More versatile creatures, such as ones that can cast some spells and aren't meant to primarily get their damage through Strikes, go one category lower: moderate for their main melee Strikes, low for agile and ranged Strikes. Spellcasters and other creatures that aren't meant to be competent in a direct fight might use the low damage value, or even less if they completely don't care about their Strikes.

The Strike Damage table entries include a damage expression (a die roll or rolls plus a flat modifier) you can use as is, or you can take the damage in parentheses and build your own damage expression to hit that number. If you do the latter, remember that a d4 counts as 2.5 damage, a d6 as 3.5, a d8 as 4.5, a d10 as 5.5, and a d12 as 6.5. Usually, a damage expression works best when roughly half the damage is from dice and half is from the flat modifier. If your creature deals special damage, like 1d6 fire from the commercial flaming module upgrade, that counts toward its total damage per Strike. Keep in mind that a creature using a weapon should have a damage value that feels right for that weapon. Extreme damage works well for two-handed weapons that use d10s or d12s for damage. On the other hand, an arc pistol uses only d4s, so an arc pistol wielder would need something like aiming bonus damage to deal extreme damage, or you might compensate for the arc pistol's lower damage per Strike by giving the creature the ability to attack more efficiently or use other tricks.
Strike Damage
LevelExtremeHighModerateLow
–11d6+1 (4)1d4+1 (3)1d4 (3)1d4 (2)
01d6+3 (6)1d6+2 (5)1d4+2 (4)1d4+1 (3)
11d8+4 (8)1d6+3 (6)1d6+2 (5)1d4+2 (4)
21d12+4 (11)1d10+4 (9)1d8+4 (8)1d6+3 (6)
31d12+8 (15)1d10+6 (12)1d8+6 (10)1d6+5 (8)
42d10+7 (18)2d8+5 (14)2d6+5 (12)2d4+4 (9)
52d12+7 (20)2d8+7 (16)2d6+6 (13)2d4+6 (11)
62d12+10 (23)2d8+9 (18)2d6+8 (15)2d4+7 (12)
72d12+12 (25)2d10+9 (20)2d8+8 (17)2d6+6 (13)
82d12+15 (28)2d10+11 (22)2d8+9 (18)2d6+8 (15)
92d12+17 (30)2d10+13 (24)2d8+11 (20)2d6+9 (16)
102d12+20 (33)2d12+13 (26)2d10+11 (22)2d6+10 (17)
112d12+22 (35)2d12+15 (28)2d10+12 (23)2d8+10 (19)
123d12+19 (38)3d10+14 (30)3d8+12 (25)3d6+10 (20)
133d12+21 (40)3d10+16 (32)3d8+14 (27)3d6+11 (21)
143d12+24 (43)3d10+18 (34)3d8+15 (28)3d6+13 (23)
153d12+26 (45)3d12+17 (36)3d10+14 (30)3d6+14 (24)
163d12+29 (48)3d12+18 (37)3d10+15 (31)3d6+15 (25)
173d12+31 (50)3d12+19 (38)3d10+16 (32)3d6+16 (26)
183d12+34 (53)3d12+20 (40)3d10+17 (33)3d6+17 (27)
194d12+29 (55)4d10+20 (42)4d8+17 (35)4d6+14 (28)
204d12+32 (58)4d10+22 (44)4d8+19 (37)4d6+15 (29)
214d12+34 (60)4d10+24 (46)4d8+20 (38)4d6+17 (31)
224d12+37 (63)4d10+26 (48)4d8+22 (40)4d6+18 (32)
234d12+39 (65)4d12+24 (50)4d10+20 (42)4d6+19 (33)
244d12+42 (68)4d12+26 (52)4d10+22 (44)4d6+21 (35)

Spells

Your creature might have magical abilities that are best represented by spells. If you're making a highly spellcastingthemed creature, give it prepared or spontaneous spells. For a creature that has spells due to its magical nature, especially if that magic isn't its core focus, consider giving it some innate spells instead. How many spells you should give a creature depends on how you expect it to spend its actions in combat. If it's primarily going to be making Strikes, it might not have any spells, or it might just have a few to help it move around better or protect against certain types of magic.

When choosing spells, lean hard into the creature's theme. While many PCs choose spells to cover a wide variety of situations, creatures are more evocative the more focused they are. Consider selecting about three-quarters of the spells based on relevance to the theme and the remainder for other things. However, make sure the spells aren't all the same—selecting instant virus for most of a creature's spell slots doesn't make for a compelling disease-themed creature in the way a diverse selection of disease spells would.

When choosing spells, some won't be very useful if cast at an extremely low rank compared to the creature's level. Most notably, damaging spells drop off in usefulness for a creature that's expected to last only a single fight. A damaging spell 2 ranks below the highest rank a creature of that level can cast is still potentially useful, but beyond that, don't bother. Spells that have the incapacitation trait should be in the highest spell slot if you want the creature to potentially get their full effect against PCs.

Spell DC and Spell Attack Modifier

Set the creature's spell DC and spell attack modifier using the Spell DC and Spell Attack Modifier table. Most creatures use the same DC for all their spells, even if they have multiple types, such as a creature with both prepared spells and innate spells.

Use the high numbers for primary casters, and the moderate numbers for creatures that have some supplemental spells but are focused more on combat. At 15th level and higher, the extreme numbers become standard for spellcasters. A few creatures might use the extreme numbers at lower levels, but they tend to be highly specialized, with very weak defenses and Strikes. Secondary spellcasters can go up to high numbers if they're above 15th level and have offensive spells. There's no low value—the creature shouldn't have any spells in the first place if it would be that bad at using them!
Spell DC and Spell Attack Modifier
LevelExtreme DCExtreme Spell Attack ModifierHigh DCHigh Spell Attack ModifierModerate DCModerate Spell Attack Modifier
–119+1116+813+5
019+1116+813+5
120+1217+914+6
222+1418+1015+7
323+1520+1217+9
425+1721+1318+10
526+1822+1419+11
627+1924+1621+13
729+2125+1722+14
830+2226+1823+15
932+2428+2025+17
1033+2529+2126+18
1134+2630+2227+19
1236+2832+2429+21
1337+2933+2530+22
1439+3134+2631+23
1540+3236+2833+25
1641+3337+2934+26
1743+3538+3035+27
1844+3640+3237+29
1946+3841+3338+30
2047+3942+3439+31
2148+4044+3641+33
2250+4245+3742+34
2351+4346+3843+35
2452+4448+4045+37

Prepared and Spontaneous Spells

Spell slots work best for creatures that are meant to play like PC spellcasters. Choose the magical tradition best suited to the creature. You aren't strictly limited to that tradition's spell list, though sticking close to it will make your creature's connection to that tradition clearer. The decision to use prepared or spontaneous spellcasting should align with the creature's theme: a spontaneous spellcaster fits well as a one-off creature since spontaneous spellcasting grants greater flexibility in the middle of battle, while a prepared spellcaster makes for a great recurring character who can change their spells between appearances.

For a creature that can cast as many spells as a PC spellcaster, the highest spell rank the creature can cast is half its level rounded up. It gets five cantrips. If the creature's level is odd, it gets two spell slots of the highest spell rank (plus three spell slots of each lower rank), or three spell slots of that rank (plus four spell slots of each lower level). If its level is even, it gets three spell slots of the highest spell rank (plus three spell slots of each lower rank), or four spell slots of that rank (plus four spell slots of each lower rank). You can base the number of spells on the class you're trying to emulate or choose more spells if the creature doesn't have many other abilities.

Because creatures tend to be “on stage” for only a short time, you usually don't need to fill every spell slot. You can often fill just the top three ranks of spells, pick cantrips, and slot in a few thematic backup spells in the fourth rank down. For a recurring foe, you might give it a full complement of spells.

Innate Spells

Unlike prepared and spontaneous spells, innate spells can be of higher rank than half the creature's level rounded up, and you can choose how often they're used—they can even be used at will or be constant effects. The most notable innate spells tend to be top-rank ones that make a big impact but can be used only once, at-will spells that strongly reinforce the creature's theme, and constant spells that give it an ongoing benefit. A spell that's usable a limited number of times and has a lower rank than the creature's highest rank is typically less likely to come up in combat; however, that's a great spot for utility and recovery spells, such as delete or personal gravity.

Sometimes a strongly thematic innate spell is of a higher rank than the creature would normally be able to cast, but it's so fitting that it belongs there. Be careful when doing this, as PCs might not have access to the appropriate countermeasures for the spell. This option works best for support, action denial, or battlefield control spells that change the odds of a fight without outright killing anyone, such as the alghollthu omnipath's dominate spell. These should make the fight more interesting, not end it. Keep the number of such spells very low, typically just one.

Though you can achieve all sorts of things with innate spells, always start with the theme and an idea of how you want the creature to spend its actions. And though you could give the creature a tool to counter every kind of PC attack or trick, remember that the players chose those options to enjoy using them, rather than to be constantly foiled by an effectively invincible creature.

Rituals

Since rituals happen during downtime, giving them to a creature is usually a purely thematic choice. You can skip even looking at rituals in most cases. If you decide a creature needs to have a ritual for your story, add in the ritual whenever you need it.

Design Abilities

In this step, you'll take the ideas for abilities you noted when you developed your concept and design these abilities for your creature. You can look at existing creature abilities from Alien Core and feats from Player Core and use them as is or modify them to fit your needs.

When choosing abilities, think about both the number of abilities and the diversity of abilities. Having a large number of similar abilities can make the creature tougher to run, and it probably can't use them all anyway. A diversity of abilities gives the creature different ways to act in different situations and helps guide you as the GM. For instance, a combat creature might have one ability it uses to get into position, another to use when it wants to focus damage on a single enemy, and a third that's more defensive.

Basics of Ability Design

There are a few principles of ability construction that you'll want to keep in mind. Some guidance for specific types of abilities will come later, but these apply to everything.
  • Respect the action economy.
  • Make sure abilities are level appropriate.
  • Avoid “invisible abilities.”
Action Economy
Understanding a creature's action economy is key to making it work in play. Remember how short the lifespan of a typical combat creature is. Including a bunch of combat abilities might mean you spend time building actions the creature will never have time to use. Narrow your selections down to the smallest and most compelling set that makes sense. Also keep in mind that special actions will compete for time with any combat spells you give the creature.

Reactions can help, giving the creature a way to act when it's not its turn. See Reactive Abilities for advice on designing these tricky abilities.

Because of PC capabilities at higher levels, creatures at those levels should get more abilities that improve their action economy. For instance, creatures that grapple should have Improved Grab instead of Grab, Speeds should be higher, and many abilities that would've cost an action at a lower level should be free actions.
Level Appropriateness
The effects of an ability should be appropriate to the creature's level. For damaging abilities, that means they follow the damage guidelines below. For others, take a look at spells and feats with a similar effect to see if they're level appropriate. For instance, say you're considering giving a 6th-level creature the ability to teleport a short distance. Translocate is comparable—that's a 4th-rank spell, normally cast by a 7thlevel or higher creature. That means 6th level probably isn't too low, but the creature shouldn't be able to use the ability more than once. You can also compare your creature to those in Alien Core to see if the special abilities seem similar in power to those of other creatures of the same level.
Invisible Abilities
Avoid abilities that do nothing but change the creature's math, also known as “invisible abilities.” These alter a creature's statistics in a way that's invisible to the players, which makes the creature less engaging because the players don't see it using its abilities in a tangible or evocative way. For example, an ability that allows a creature to use an action to increase its accuracy for the round with no outward sign (or worse, just grants a passive bonus to its accuracy) isn't that compelling, whereas one that increases its damage by turning its machine gun bullets into superheated plasma is noticeable. These both work toward the same goal—dealing more damage this round—but one is far more memorable.

Active Abilities

Abilities a creature uses on its turn have the most flexibility and scope. You can use the Spell DC and Spell Attack Modifier table on to determine active ability DCs as well as spell DCs. You can have an ability use 1 to 3 actions as needed (or be a free action in rare cases) and use just about any type of tactic. Feats, spells, and existing creature abilities provide a wide variety of examples, so look for something similar to your idea to use as a basis.

Consider how you want your creature to spend its turns. Two-action activities pretty much define the creature's turn, and single actions work best for supplemental benefits or normal Strikes. As you build out your idea of a creature's turn, don't forget about movement! A creature often needs to spend actions getting into position, especially early in a fight. This is especially challenging with melee-focused creatures. You can give such creatures abilities similar to a solarian's Stellar Rush or the void shark's Atmospheric Breach, or even grant it abilities that function like augmentations or armor upgrades from Player Core.Use 3-action abilities sparingly, as a creature can't use them if it's slowed or stunned—making a creature's coolest or most defining ability use up 3 actions might mean the creature never gets to use it. These activities should be reserved for abilities that include some movement (like Trample) or that the creature is likely to use before engaging in combat. Don't make an ability use 3 actions as a way to balance it—saying “This can be more powerful than other abilities because it is less likely to work,” is a recipe for frustration if you've made a cool ability that's too hard or even impossible for the creature to use.

Be especially careful with activities when designing boss creatures. They're likely to get targeted with the PCs' most powerful detrimental effects, get grabbed, become slowed, or otherwise have their actions restricted. Bosses need to have solid options they can use with 1 or 2 actions. This lets them use their remaining actions to get away, use a simple ability, or otherwise keep the fight dynamic.
Free Actions
Use free actions that don't have triggers sparingly, and when you do, they should almost always be used for support or utility actions, not Strikes or movement. If you come up with a free action, consider whether it should be its own action or part of a combo, such as drawing a weapon and attacking. In cases like the latter, you might be better off making a single action that allows the creature to draw a weapon and then Strike.
Damage-Dealing Abilities
If a special action is a single action with only one target, you can often set damage using the Strike Damage table. If it uses more than 1 action or requires setup in some way, it might deal higher damage than is typical; often, you can just use the extreme column in these cases.

For abilities that deal damage in an area, use the Area Damage table. These numbers are based on a 2-action activity (e.g., Area Fire and most damaging spells). Single actions should deal much less damage. An ability that has another significant effect, like applying a condition, should deal less damage; for this, look at the damage for 2 or more levels lower, and judge which value would best match based on the severity of the additional effect. These abilities typically allow a basic saving throw. The table includes values for unlimited-use abilities (ones that can be used at will) and limited-use ones (which can be used once or, like dragon breath abilities, once or twice but not on consecutive turns).

You can use the dice given or generate your own expression based on the damage in parentheses, as detailed in the Strike Damage section. If a high-level effect has a small area compared to similar abilities, you could have it deal more damage.
Area Damage
LevelUnlimited UseLimited Use
–11d4 (2)1d6 (4)
01d6 (4)1d10 (6)
12d4 (5)2d6 (7)
22d6 (7)3d6 (11)
32d8 (9)4d6 (14)
43d6 (11)5d6 (18)
52d10 (12)6d6 (21)
64d6 (14)7d6 (25)
74d6 (15)8d6 (28)
85d6 (17)9d6 (32)
95d6 (18)10d6 (35)
106d6 (20)11d6 (39)
116d6 (21)12d6 (42)
125d8 (23)13d6 (46)
137d6 (24)14d6 (49)
144d12 (26)15d6 (53)
156d8 (27)16d6 (56)
168d6 (28)17d6 (60)
178d6 (29)18d6 (63)
189d6 (30)19d6 (67)
197d8 (32)20d6 (70)
206d10 (33)21d6 (74)
2110d6 (35)22d6 (77)
228d8 (36)23d6 (81)
2311d6 (38)24d6 (84)
2411d6 (39)25d6 (88)

Defensive Abilities

Active offensive abilities usually fit creatures better than defensive abilities do. Save defense increases for creatures that are strongly defense-themed. For martial creatures, something as simple as a shield and Shield Block is usually plenty. Defensive abilities often run the risk of being invisible abilities. For examples of good defensive abilities, look at spells like sanctuary for ideas, or other spells that create interesting protective effects instead of just granting a bonus. If you do want to make a creature defensive, pick one defensive ability rather than several, since stacking up multiple defenses can make for a frustrating fight. One solid style of defensive ability is a mode switch, which causes the creature to get stronger defenses but limits its attacks, spells, or other offensive options.

Reactive Abilities

Reactions and free actions with triggers can give a creature an impact outside of its turn. This can make the fight more interesting, but it might also be risky. It's tempting to give every creature a reaction, but that's not necessarily a good idea.

To decide whether your creature should have a reaction, first consider if the creature has the reflexes or insight to react well in the first place—for instance, a scavenger slime doesn't have Reactive Strike because it's slow to react. Oozes, constructs, and unintelligent creatures are less likely to have reactions than others for this reason.

Second, look at the complexity of the encounter your creature is likely to appear in. If you have a large number of creatures, skipping reactions can make the fight flow faster. A creature that's more likely to fight solo, on the other hand, might have a reaction to give it a way to continue to be dangerous amid an onslaught of attacks by the party.

When creating reactions, be careful with “gotcha” abilities—ones that punish players for making perfectly reasonable choices, for rolling poorly, and so on. If you include abilities like this, they need to reinforce the creature's core theme and the play style you want it to use in combat. For example, a creature that Strikes as a reaction when someone fails an attack roll will encourage PCs to use their actions on other tactics, rather than attacking multiple times each turn. Is that what you want? Is this dynamic essential for making the creature feel like it's supposed to? This isn't the type of ability you'd give to any old creature—only a skilled melee combatant.

Reactions should require something out of the ordinary to happen, or should be relatively weak if triggered by something ordinary. A reaction that triggers anytime someone tries to Strike a creature is likely to be perceived by the players as uninteresting because it's so predictable.

The best reactions should be telegraphed so when they happen, it makes sense to the players. Think of one of the core reactions of the game: Shield Block. The creature raises its shield—an obvious action the PCs can see—so when it blocks damage from an attack, that makes perfect sense. Similarly, if you made a crystalline creature, you might have it build up sonic energy in a low thrum, so when it uses a reaction to release a burst of sonic energy when hit, the players can say, “Oh, I should have seen that coming.”
Reaction Damage
Reactions should use lower damage, usually that of a moderate Strike. A reaction that deals area damage might deal low damage, though use such reactions with caution.

Constant and Automatic Abilities

Certain abilities shouldn't use any actions. Auras are a common constant ability, with frightful presence, the pachinyam swarm's dust cloud, and the bloodbrother's frigid cold as notable examples. An aura needs a range, and if it needs a DC, you'll usually set it to the moderate spell DC unless the aura is one of the creature's defining concepts. For example, the liberoba's ultrasonic pulse DC is significantly higher because the aura is such an iconic part of the creature and necessary for it to see enemies.

Abilities the creature has no control over should be automatic. For example, the cybernetic zombie explodes when it dies. It has no option not to, so this wouldn't make sense as a reaction or free action. Conversely, the Ferocity ability is a reaction because it requires the creature to give itself a last push to stay at 1 HP.
Constant and Automatic Damage
Much like for reactions, damage for a constant ability should be pretty low. Usually, this value is just below low Strike damage. Automatic abilities, like the living wildfire's explosion ability, tend to deal moderate Strike damage or unlimiteduse area damage. These abilities can deal even more if they happen only after the creature is dead or otherwise no longer presents a threat.

Skill Abilities

A skilled creature might have abilities related to its skills. The skill feats in Player Core make for a good baseline. Avoid giving your creature skill abilities that won't matter in its interactions with PCs.

Review

Now it's time to look over your completed creature as a whole and make sure it's living up to your concept. Can it do everything you wanted? Does it fit its intended role? Is there anything you could add or anything superfluous you could cut to get the creature where it needs to be?

If this creature is built for combat, run through a few turns in your head. Does it still work decently if it gets slowed? Can it move into combat against the PCs effectively considering their mobility options compared to its own? Does it have any abilities it'll never use because of its other actions?

When you're satisfied with your creation, it's ready to hit the table. But that's not necessarily the end! If you notice issues during the game, you can fix them on the spot. It's your game, and you can freely change what you wrote if you think differently later on.

Trait Abilities

Creatures with certain traits tend to have similar abilities to one another. Many of these abilities are listed below to help you match the theme of the trait when you build your own creatures. Look at existing creatures with the trait to see these in practice.

Aberration


Senses usually darkvision
Languages usually Aklo

Aeon


Traits monitor
Languages Utopian and other planar languages; envisioning for true aeons (Alien Core)

Air


Languages usually Sussuran Speed usually has a fly Speed

Angel


Traits celestial, holy
Aura Angels each have a unique aura based on how they serve as messengers and how they deliver those message.
Speed usually has a fly Speed
Rituals usually angelic messenger (Alien Core)

Animal


Languages none
Int –4 or –5

Archon


Traits celestial, holy
Immunities fear
Virtue Ability Archons each represent a specific virtue, like courage or hope, and have a special ability based on the virtue they represent.

Astral


Senses darkvision

Azata


Traits celestial, holy
Weaknesses cold iron
Freedom Ability Azatas each represent a specific freedom, like free expression or free love, and have a special ability based on the freedom they represent.

Beast


Int –3 or higher

Celestial


Traits holy
Senses darkvision
Languages Empyrean
Saves often a +1 status bonus to all saves vs. magic
Weaknesses unholy
Strikes typically have the holy trait

Cold


Immunities or Resistances cold

Construct


Traits Many constructs lack minds and have the mindless trait.
Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; if mindless, add mental

Cosmic


Senses usually darkvision
Speed cosmic creatures with fly Speeds can fly through space and other zero-gravity environments
Immunities usually cold; Resistances cold or void

Daemon


Traits fiend, unholy
Languages Daemonic, telepathy 100 feet
Immunities death effects
Death Ability Daemons each represent a specific kind of death, like death by disease or starvation, and have a special ability based on the method of death they represent.

Demon


Traits fiend, unholy
Languages Chthonian, telepathy (usually 100 feet)
HP typically high to account for their multiple weaknesses
Weaknesses cold iron
Sin Vulnerability Demons each represent a specific sin, like envy or wrath, and have a special vulnerability based on the sin they represent. This should be something the PCs can exploit through their actions, which should then deal mental damage to the demon. The amount of damage should be based on how easy the vulnerability is to exploit.
Divine Innate Spells usually 5th-rank translocate and at-will 4th-rank translocate
Rituals usually demonic pact (Alien Core)
Sin Ability Demons also have a special ability based on the sin they represent, which either makes them better embody the sin or instills that sin in others.

Devil


Traits fiend, unholy
Languages Diabolic, telepathy (usually 100 feet)
Immunities fire; Weaknesses holy; Resistances physical (except silver), poison Divine Innate Spells usually one 5th-rank translocate and at-will 4th-rank translocate
Rituals usually diabolic pact (Alien Core)
Infernal Hierarchy Ability Devils each have an ability corresponding to the role they play in the infernal hierarchy, typically focused around control or being controlled.

Dragon


Senses darkvision
Languages usually Draconic and Triaxian
Speed usually has a fly Speed
Dragon Breath Many dragons have an activity to exhale magical, damaging energy, with specifics determined by their theme.

Drift


Traits cosmic

Earth


Perception often tremorsense
Languages usually Petran
Speed usually a burrow Speed

Elemental


Senses darkvision
Immunities bleed, paralyzed, poison, sleep

Elindrian


Senses scent
Languages Elindrian, Formian, telepathy
Husk Mind Elindrians share a telepathic bond that allows them to communicate nearly instantaneously and grants them a primal connection to a massive radioactive ooze known as the Terror of Ukulam.

Ethereal


Senses darkvision

Fey


Senses low-light vision
Languages usually Aklo, Fey, or both
Weaknesses cold iron

Fiend


Traits unholy
Senses darkvision
Saves often a +1 status bonus to all saves vs. magic
Weaknesses holy
Strikes typically have the unholy trait

Fire


Languages usually Pyric
Immunities fire; Weaknesses typically cold and water
Strikes typically deal fire damage

Fungus


Traits fungi without minds have the mindless trait
Immunities if mindless, mental; Weaknesses sometimes slashing or fire

Giant


Traits Large or bigger, humanoid
Senses low-light vision
Languages usually Jotun

Humanoid


Int –3 or higher

Incorporeal


Str –5
HP terrible at lower levels, then low at higher levels
AC typically low or moderate
Immunities bleed, disease, paralyzed, poison, precision; Resistances all damage (except force, ghost killer, or spirit; double resistance vs. non-magical) Strikes magical trait, typically low or moderate damage

Jinsul


Senses all-around vision, darkvision
Languages Jinsul
Strikes leg blades

Kucharn


Traits Kucharn are colony components, meaning they're in constant telepathic communication with one another because of their hive mind, and each have a specialized function within the Swarm.
Senses darkvision, usually emotionsense

Metal


Languages usually Talican

Midwife


Traits aberration, cosmic, midwife, holy or unholy
Languages telepathy (100 feet)
Divine Innate Spellscall cosmos, eldritch lance, eldritch wrath, massacre, revival, slice reality, void vessel; constant detect thoughts

Monitor


Senses darkvision

Ooze


Traits Almost all oozes lack minds and have the mindless trait.
Senses typically motion sense and no vision
AC usually terrible
HP usually around double
Immunities bleed, critical hits, precision, unconscious, often acid; if it has no vision, add visual effects; if mindless, add mental

Plant


Traits plants without minds have the mindless trait
Senses usually low-light vision
Immunities if mindless, mental; Weaknesses sometimes fire

Protean


Traits monitor
Languages Protean
Resistances precision, protean anatomy (Alien Core)
Divine Innate Spells constant unfettered movement
Change Shape (Alien Core)

Psychopomp


Traits monitor
Senses lifesense (typically 60 feet)
Languages Requian
Immunities death effects, disease
Resistances poison, void
Damage shepherd's touch (Alien Core)

Spectra


Traits cosmic, spectra
Languages Trinary, digital telepathy (typically 100 feet), truespeech
Senses darkvision, techsense

Spirit


Traits often incorporeal, often undead

Swarm


Traits size based on the entire mass, usually Large or bigger
HP typically low
Immunities grabbed, precision, prone, restrained, swarm mind (Alien Core); Weaknesses area damage, splash damage; Resistances physical, usually with one physical type having lower or no resistance

Undead


Traits Almost all undead are unholy. Ghostly undead have the incorporeal trait. Undead without minds, such as most zombies, have the mindless trait.
Senses darkvision
HP void healing (Alien Core)
Immunities death effects, disease, paralyzed, poison, sleep (or unconscious if it never rests at all); if mindless, add mental

Water


Languages usually Thalassic
Speed usually has a swim Speed

Wood


Languages usually Muan
Weaknesses fire and axes or slashing

Building NPCs

Creatures that are meant to cleave closely to character classes or intended to represent people rather than monsters are NPCs. They might face more scrutiny around their mechanics than creatures because a player can more directly compare their operative to an NPC who acts like an operative. That doesn't mean you have to build an NPC exactly like a PC, though.

You can build NPCs just like you would any other creature. If an NPC should work like they have a class, use the class features and feats of a suitable class to pick abilities, and look at both the class's proficiencies and attribute modifiers to determine how strong the NPC's statistics should be. Class Road Maps under PC-Style Build has pre-built road maps for Player Core classes to get you started.

If the NPC isn't meant to work like they have a class (a vidgamer, for example), instead build the character separately. You can create new abilities as needed to get the NPC's interactions with the PCs to express their theme and role in the story. These NPCs can be level –1 or level 0. Their capabilities are below those of PCs, and they should typically not use any class features or feats from PC classes. Creatures of these levels tend to be extremely simple.

It's highly recommended that you select NPC skills using proficiency ranks as you would a PC, though you don't need to be precise about the number of skill increases you give the NPC. You can give them earlier access to expert, master, or legendary proficiency if they're a skill-based NPC and better proficiency in narrow areas of expertise, like Sports Lore for a brutaris player NPC.

Non-Combat Level

An NPC's level should represent their combat prowess. An ordinary person might not be a combat threat, even if they're important or highly skilled, and they consequently have a low level. However, that doesn't mean they can't present a challenge in other types of encounters. This is represented by a non-combat level and tends to be specific to their area of expertise. For example, a corporate lawyer might be level –1 in combat but a 4thlevel creature in an encounter related to legal matters.

This can go the other way as well, such as with a powerful combat creature that's not suited to social settings. This is usually the case with creatures untrained in mental skills. You can improvise this as you run the game, or you can plan ahead if you have something particular in mind.

Building an NPC's non-combat level is relatively simple. Choose the level you want the NPC to be for the type of non-combat challenge you have in mind and use the skill numbers for that level—typically high or even extreme. Some challenges, such as social challenges, require the creature to have a high Perception and Will, so in those cases, you should increase those values as well. These should be set at the moderate or high values for the non-combat level, usually, depending on how adept you want the NPC to be.
Non-Combat XP
The Experience Points gained for besting an NPC depend on how the party overcame them because XP comes from overcoming a specific challenge. If the PCs defeat the NPC in a non-combat setting of the NPC's specialty, the party gets XP based on the NPC's non-combat level. If they just beat the NPC up, the XP would be based on the NPC's creature level. Quite often, that means 0 XP and failure at the PCs' objective; for instance, during a rock band audition, if the PCs murder the other musicians, not only would they be disqualified, but they would likely be charged with a crime.

PC-Style Build

If you do choose to build an NPC fully using the PC rules, your NPC should generally end up being an appropriate challenge as a creature of their level. They will likely have lower statistics in some areas than if you'd built them using the creature rules but more options due to their full complement of feats and class features. This is best saved for important, recurring NPCs, especially if they're meant to engage in social or exploration endeavors rather than just battles.

There are still some considerations and shortcuts that can expedite the process while ensuring the NPC works as intended.
  • The creature's treasure should follow the Treasure for New Characters rules. You'll need to account for this in your campaign's overall treasure. You might even want to give the NPC a higher-level item appropriate as a treasure allotment for the level.
  • You can expedite attribute modifier generation by making the starting attribute modifiers add up to +9, with no more than one modifier at +4 (and typically no more than one negative modifier). You can skip adding a background if you do this, but you might want to give the creature two skills, which includes one Lore skill, to represent the skills granted by a background.
  • It's not necessary to assign every skill feat, particularly for a higher-level NPC. You can just pick the most emblematic ones and gloss over the rest.
  • For general feats, Incredible Initiative and Toughness make good choices.
  • Most of the guidelines about choosing spells still apply, though you might want a few more utility spells that deal with non-combat challenges, particularly in low-rank slots.

Building Items

Creating your own magic and tech items is an amazing way to customize the adventure and gameplay for your group and add unique elements without requiring quite the same mechanical depth as a whole new class, archetype, or ancestry.

New items make great mementos of previous adventures and tend to be one of the easiest elements for a character to begin using mid-campaign after receiving them as a reward. This section explains the philosophy and numbers behind creating items so you can design your own in no time!

Concept and Role

First, come up with a concept for the item based on the role the item serves in your game and in the game's world. You might include a new item in an ancient ruin to hint at its history and characterize the technology lost when its creators disappeared. For instance, a ruined starship of the First Ones might have an item related to the construction of anacites, while an abandoned arcology on Bretheda might have medicinal items developed using biohacking technology lost in the Gap.

A new magitech item might be important later in the story, or its role might be as simple as a fun shadow-themed item for the witchwarper that uses Twisted Dark Zone. Keep your concept in mind to guide you through the process. Start thinking about what kind of magic item it will be. Each item type has its own niche, and some are less likely to be as useful to the PCs. For instance, new weapons and armor require the PC to give up the weapon or armor they already have, which might make them more reluctant to use the new items unless they're noticeably better, while consumable items don't have as big an impact on the story as permanent items.

Item Level

A new item is typically going to be within a few levels of the PCs. If it's too low, it might not be interesting, and if it's too high, it might be too powerful or too lucrative to sell.

Comparison

First, look at similar items. For example, if you want a permanent item that lets someone fly, look at jump jets, which only boosts a character into the air for 1 action and thus can't be used to gain a huge advantage in combat, and jetpacks, which can. This will give you an idea of the right level range and the specifics and limitations of existing items. You might be able to just adjust one of those to get what you want.

Item Effects

Next, use the item's concept and role to decide its effects. This is where your creativity will bring the item to life. Make sure to have it do something exciting and roleplay-inspiring. An item that does nothing more than deliver a bonus is far less interesting, even if the item does have a load-bearing item bonus, like a tactical-grade weapon. To determine the item's power, take into account the special abilities you give the item as well as the item bonus (if any) that it grants. For specific advice for the type of item you're creating, check out Designing by Type.

Special Abilities

When deciding what special abilities are appropriate for what level, it's best to look for similar spells to gauge the effect. For most consumables, the effect should be less powerful than the highest rank spell a spellcaster of the item's level could cast. Spell gems are about the most efficient you can get—they're the same level the spellcaster would be—but they require a spellcaster that has the spell on their list, and take the same actions as casting the spell normally.

The most straightforward choice is a once-per-day ability. For this, the item's level should be at least 2 levels higher than the minimum level a spellcaster could first cast that spell. For example, if your ability is about as powerful as a 3rd-rank spell cast once per day (perhaps haste), then it should be at least a 7th-level item. A basic spell chip is a good example. However, a spell chip is flexible and can contain the most effective possible choice for its spell rank (such as long-lasting spells where once a day is effectively permanent), so a specific item that doesn't grant such a spell could have additional powers or bonuses at the same price as a spell chip.

If the item can be activated multiple times per day, it should be at least 4 levels higher instead—9th level in our example. Frequency could range from twice per day to once per hour and anything in between. Choose whatever makes sense to allow the characters to use the item more frequently without being effectively constant or unlimited. The appropriate frequency, or whether it's ever okay to have unlimited activations, varies wildly based on the spell. Unlimited castings of a cantrip is fine, but an effect akin to a non-cantrip spell is rarely a good idea. Only attempt to build such an item when you're certain of the consequences.

Items that can be activated less often than once per day don't appear too often, and they usually fit best with abilities that make sense outside of encounters. It's still best to stick to the guidelines for once-per-day abilities, but these items tend to have more properties—and often strange ones.
Constant Abilities
If you want an effect to be constant, set the level and Price accordingly. For instance, let's say your group is 9th level and you want to give them an item themed around allowing the entire party to fly. The 3rd-level augmentation ultralight wings provide a fly Speed for one character, and a 5th-rank casting of the wild bond focus spell gives most parties a fly Speed, lasts a minute, and can be cast multiple times per day using the Refocus activity, so it can cover flight by 9th level. To keep it simpler, you decide to create a 9th-level magic item that creates a swell of primal energy causing allies around you to grow wings and gain a fly Speed for 24 hours. Remember, some effects were never meant to be constant and could warp your game.
Activation Actions
Watch out when picking the number of actions an activation takes! A 1-action activation that casts a spell with a 2-action casting time is drastically more powerful in an encounter than an item with a 2-action activation would be. An item like that is typically much higher level, and it works best with “helper” spells or ones with limited utility rather than offensive spells. The safest bet is to use the same number of actions the spell normally takes to cast.
Scaling out of Usefulness
Some spells aren't appealing if their rank is too low. For instance, an item that casts 1st-rank overheat three times per day might be 5th or 6th level. The problem is that spell scaling has the biggest impact at low levels, so the spell isn't effective compared to other actions a character could take. Err on the side of fewer, more impressive activations.

Bonuses

If your item includes item bonuses, check the table below for the minimum item levels the game's math expects permanent bonuses to be applied to. A lower-level item might give such a bonus temporarily, but keep track to make sure the item isn't effectively permanent. If a character typically Hacks three or fewer computers a day, there's no difference between a +2 item bonus to Hack a computer and an activation that gives a +2 item bonus to Hack three times per day.

For attack bonuses, AC, and saves, the minimums match tactical- and higher-grade weapons and armor. Skill bonuses come on a wider range of items. Some are more broadly useful, so an Athletics item might be more expensive than an equivalent Piloting item. Gaining a bonus to Perception is especially valuable compared to gaining a bonus to a skill. Just because an item is the minimum level for its bonus doesn't mean the bonus should be the item's only power. The item can and should have an additional interesting power beyond the bonus. Likewise, an item can come at a higher level than the minimum, but if it's much higher, its abilities start to compete with the next bonus.
Levels for Permanent Item Bonuses
Statistic+1+2+3
Attack bonus21016
AC51118
Save (resilient trait)81420
Skill/Perception3917*
* This is also the minimum level for apex items.

Designing by Type

The following guidance applies to items of various types.

Ammunition

Ammunition is consumable; launching it destroys it. Pay attention to whether you give the ammunition an activation: any big flashy effect for its level should almost always have one since otherwise the effect is essentially a free action on top of a Strike. This is particularly important for extremely lowlevel ammunition since a highlevel character could use that ammunition for every Strike without noticing the credit cost. Remember that activated ammunition doesn't function with Area or Automatic weapons. If the ammunition doesn't deal normal Strike damage on a hit, remember to say that! Dealing damage is the default.

Armor and Weapons

Specific armor and weapons have a minimum grade and varying number of upgrade slots, so you have a lot of space to design. Choose abilities that feel attached to the fact that they're weapons or armor; for instance, a painglaive with extra-long teeth that you point at an enemy to launch bits of steel is more on theme than one that casts wall of steel in an unconnected way.

The specific item should cost more than the base grade armor or weapon would with just basic weapon and armor upgrades, but you can often discount the cost of the additional components significantly as part of the specific item's special niche. Be careful about specific armor or weapons that include weapon upgrades in addition to unique specific abilities. If you discount the item, you might end up with an item significantly superior to one built using the normal weapon upgrades system. That's not always bad since it's still giving up customization for power, and this can be appropriate if the item has an important place in your story. Just make sure the difference isn't too drastic. If you just want to create armor or a weapon with upgrades and no extra special abilities, you can do so. The Price of such an item is the sum of all the upgrades' Prices, and its level is that of the highest-level weapon upgrade on the item (if higher than the grade of the weapon).
Runes & Upgrades
Runes and upgrades should never be on the same weapon. Runes (including spells and effects that confer runes) only function on archaic weapons, like those found in Pathfinder. Upgrades (including spells and effects that use upgrade slots) only function on weapons with the analog or tech traits. There are some explicit exceptions, such as hardlight handwraps, but if those items have upgrade slots, they should never have runes (and vice versa).

Augmentations

Augmentations are very similar to worn magic items, except you have far fewer slots and they're much more challenging to swap out. They often confer benefits like ancestry and heritage features, such as new movement speeds and senses. Be aware that 1st-level augmentations can be selected at character creation using options such as the Cyberborn background. The only augmentations that don't use slots should be apex items and augmentations such as moodskin that confer little to no mechanical benefit and are usually level 0.

Held Items

Usually, held items should require manipulation to use, with Interact activations. They're most often tools, implements, items that can be thrown, and the like. Imagine a PC physically using the item and what that looks like.

Remember that held items are more challenging for martial characters to use, compared to spellcasters or hands-free characters that specialize in unarmed attacks. A soldier might have to give up a two-handed weapon to use a held item, and so is less likely to use one. This means you might want to design held items specifically for non-martial characters, or have them be items a martial character uses outside of combat.

Medical Items

Medical items are consumables such as hypopens, medpatches and serums. These can be crafted using Serum Crafting, so these items tend to be on the weaker end for their level, with lower prices. These items are capable of fantastical things but should remain distinct from the effects of magic items, like spell ampoules that duplicate spells. Avoid medical effects that feel too much like magic. Medpatches and sprayflesh provide sources of reliable healing without magic. Hypopens help remove a few common conditions ranging from sickened to drained and require counteract checks when removing afflictions. Serums can provide a varied number of effects, including temporary item bonuses to skills.

Spell Ampoules

Spell ampoules, also known as spell amps, allow you to literally inject yourself with magic. Since the action of injecting yourself isn't easy to split up, they take only a single action to activate. This advantage makes spell ampoules that replicate spell effects incredibly powerful, and it's the reason spell ampoules are nearly always higher level than spell gems with similar effects.

Spell Chips

You won't need to design basic spell chips, but you might want a special spell chip. When designing a new special spell chip, your spell chip's level will usually be 1 to 2 levels higher than the basic spell chip, depending on the magnitude of the special effect. You can always design a new tech or hybrid item with a spell chip permanently installed, but make sure it uses a spell thematically appropriate with the base item. Remember that if you make the spell chip 2 levels higher, it's now competing with spell chips of a spell a whole level higher, so the special effect should be worth that cost!

Spell Gems

You'll never need to design a new spell gem, but use them as a comparison when designing other types of consumables. If you're designing a consumable that seems like it's much better than a spell gem of its level—or faster to activate—you should probably raise the item's level or adjust the effect.

Shields

Use existing shields as benchmarks to determine a shield's Hardness, HP, and BT for a shield of that grade using the same traits. New shields shouldn't exceed the hardness and HP values of those in Player Core without significant drawbacks, and you can use the magnitude of the reduction to build room for creative defensive abilities.

Upgrades

Many items can be improved by installing upgrades into an item's unused upgrade slot. Upgrades are a fun and versatile way to customize weapons and armor without throwing away the previous items. Each should be fairly simple, especially at lower levels, because combining upgrades can make things overcomplicated. Compare to other properties to determine the right level.

While the upgrades in Player Core are exclusively for armor and weapons, you can design bespoke upgrades that apply to other items when necessary. Upgrades that go on items other than weapons and armor should define that the item can only use one upgrade, as only armor and weapons can get additional upgrade slots. In most cases, you're better off designing a higher grade for the item or designing a bespoke item that functions alongside other specific equipment, such as the reusable grenade shell.

Worn Items

Worn items vary wildly in their effects, but all magic and hybrid items with the invested trait take up one of a character's 10 invested items. Remember to include the item's worn entry, if applicable (or “—” if you could imagine someone wearing 10 or more with no difficulty). Where the item is worn should usually match its effects or bonuses: shoes help you move, eyepieces affect your vision, and so on. As with held items, imagine a character wearing the item to picture how they use its magic.

Apex items are always at least level 17 and should have unique abilities on top of their bonus, just like other items.

Fill in the Numbers

You're almost done! The final step is to fill in the numbers.

DCs

Choose any DCs for the item's abilities, typically using the typical DCs in the table below. An item with a narrow function might have a DC up to 2 higher, and one that forces a save (such as with an aura) is typically 2 lower. The lower the DC, the quicker the item becomes obsolete.
Item DCs
Item LevelDC
115
216
317
418
519
620
723
824
925
1027
1128
1229
1330
1431
1534
1635
1737
1838
1941
2043

Item Prices

Each item level has a price range. Based on the item's role and abilities, decide where in that range to place it. There's plenty of variation, and you primarily need to worry about Price only if you expect the PCs will be able to sell it.

Primary items cost near the highest value for their level. They have a big impact on combat or player ability. This includes weapons, armor, and Perception items. The highest price is for items like tactical weapons and apex items. So an advanced weapon is 1,000 credits at 4th level.

Secondary items, with middle values, give significant secondary benefits or enhance highly consequential noncombat or support skills like Medicine or Crafting.

Tertiary items, with low value, are weird or very specific items, ones not usually core to a character's build. Especially strange ones might fall into the gap between two levels.
Consumables
Consumables have a slightly narrower range, with top-end items like spell gems, optimum medpatches, or super-useful consumables like a haste spell amp at the high end.
Consumable Price
LevelPrice
130–40 credits
241–70 credits
371–120 credits
4121–200 credits
5201–300 credits
6301–500 credits
7501–700 credits
8701–1,000 credits
91,001–1,500 credits
101,501–2,000 credits
112,001–3,000 credits
123,001–4,000 credits
134,001–6,000 credits
146,001–9,000 credits
159,001–13,000 credits
1613,001–20,000 credits
1720,001–30,000 credits
1830,001–50,000 credits
1950,001–80,000 credits
2080,001–140,000 credits
Permanent Item Price
LevelPriceCore Item
1100–200 credits
2250–350 creditstactical weapon
3450–600 credits+1 skill item
4750–1,000 creditsadvanced weapon
51,250–1,600 creditstactical armor
62,000–2,500 credits
73,000–3,600 credits
84,150–5,000 creditsadvanced armor
95,750–7,000 credits+2 skill item
108,200–10,000 creditssuperior weapon
1111,600–14,000 creditssuperior armor
1216,400–20,000 creditselite weapon
1324,000–30,000 credits
1436,000–45,000 creditselite armor
1553,000–65,000 credits
1679,000–100,000 creditsultimate weapon
17120,000–150,000 credits+3 skill item, apex item
18186,000–240,000 creditsultimate armor
19304,000–400,000 creditsparagon weapon
20520,000–700,000 creditsparagon armor

Building Worlds

As a Game Master, you control the details of the galaxy your players explore. While Starfinder offers a diverse assortment of worlds to experience, there are infinite possibilities for new planets, whether in the unexplored regions of the Vast or in entirely new campaign settings of your own creation.

Building your own campaign world can be a deeply fulfilling creative process, as it lets you bring to life the exact setting you envision. It gives you great flexibility so you can build only as much as you need for the next few adventures, and you can adapt your setting on the fly to meet the demands of your story. It also gives you great control, allowing you to build precisely the setting you need for the story you want to tell. Finally, it bypasses some of the issues that can come with playing within an existing campaign setting, where you might create a narrative that contradicts published canon, or your players might stumble across major plot or setting spoilers. Whatever your world-building goals, this chapter guides you through the design process step by step.

Design Approach

World building can be approached in many ways, but it fundamentally comes down to a simple preference. Do you start at a high level and zoom in, or do you start small and build up? This section outlines a largely top-down approach, but you can design from the bottom up simply by starting at the end of this section and working backward. Either way, you might find yourself skipping between sections as inspiration strikes—and that's OK!

When building worlds, there's a risk of becoming overwhelmed by the sheer number of decisions to be made. Remember that you don't need to make every decision for every aspect of your world all at once. Focus first on the elements you need for your story and the game, then add as much of the rest as you'd like. You'll also want to allow room for input from your players—gaming sessions are more memorable and engaging when the storytelling experience is shared between everyone at the table (Narrative Collaboration has more information on players contributing to the narrative).

Before you decide anything else, however, you should establish your concept and your goals. Do you envision a bustling port of call in Near Space? A star system where magic comes from quarreling regional deities who each control a separate warring planetoid? A low-tech moon unknowingly isolated from the rest of a high-tech system full of starships? Are you designing a whole region of space for a multi-year campaign, or a single settlement on a world for a fast-paced one-shot adventure? Having an idea in mind will help steer your choices as you build your worlds, and knowing your goals will help you focus on building what you need.

Top Down

The top-down approach is great if you have a lot of time to dedicate to world building. When designing a setting from the top down, your initial focus is on the big picture. You might already have an idea of the big movers and shakers of your world or your multiverse. You might want to chronicle a thousand years or more of the setting's history. You might have already sketched out a galactic map with each planet's continents, nations, and factions spanning these worlds. This approach begins with broad generalities that get more detailed during play and as you design them.

Bottom Up

With a bottom-up approach to world building, you start small and local. Focus on the starting location and immediate needs of your campaign, then expand outward as the story unfolds. This strategy works well for those with less time to devote to world building, as you need to prepare only the minimum detail necessary to entice your players toward adventure, fleshing out your world only as the campaign requires it.

Cosmology

Before designing your campaign's first world, you should first consider the nature of its larger system and what that might mean for the planet. While most traditional heliocentric star systems like the Pact Worlds make developing your world as straightforward as taking cues from the real world, other system compositions are possible, either through quirks of physics or the intervention of powerful deities. Other alternatives to traditional heliocentric star systems can be found under Composition of Space.

The Universe

The reality in which mortals live out their short existence is known to sages and scholars by many names—the Universe or material reality, among others. The structure of the physical universe might adhere to any of the following models, or it might be something completely different.

Endless: The universe is an unimaginably sparse void of infinite space, littered with stars, planets, and various detritus.

Limited: The physical universe in your campaign world might be smaller in scope yet far more fanciful. For example, Norse cosmology describes nine worlds connected by an immense ash tree. How does that fit into your science fantasy story?

Bizarre: Sometimes the universe is more complex than the previous two categories, or possibly nested within multiple realities and timelines. What if the universe the PCs first know is in fact a magical or technological simulation of such complexity that its inhabitants are unaware that they exist as an artificial consciousness? Perhaps this is even where your PCs first meet before transitioning into another reality.

Composition of Space

Whether the primary setting of your campaign or an avenue between worlds, the nature of outer space is as malleable as the rest of your cosmology.

Celestial Spheres: The ancient Greeks posited that planets, stars, and more were embedded like jewels within celestial orbs of quintessence nested within one another. Perhaps celestial bodies in your campaign are really massive aeon stones, or something else unique to your setting.

Endless Sky: What if the blue sky overhead extended outward forever? One need only fly high enough and far enough to reach another world, using environmental protections to defend against the frigid cold. In such a campaign, space might not carry the hazards of radiation and breathlessness, but it might be more like a vast sea where ships and people flow with the currents and explore the depths.

Vacuum: In conventional astronomy, outer space is an immense void existing in a near-perfect vacuum. The immeasurable expanse of space is home to everything in the Universe and requires starships to both navigate and survive. You might incorporate hard sci-fi details to make adventures in outer space feel more believable and perilous.

The Barycenter

A star composes the center of most solar systems, which develop planets from the detritus following the collapse of a nebula or other cosmic shock wave. In a binary star system, the barycenter of a system is likely the center point between the two rotating stars. Erratically shaped systems can shift the barycenter away from the center of gravity, whether by recent cataclysm or proximity to another source of gravity. A supernatural collapse of a solar system's star could even result in a black hole developing at the center of a cluster of doomed planets, entire generations passing in the eternal darkness only to one day be consumed by their dead star. What lies near the barycenter of your galaxy? Does anything reside there, mortal or otherwise? How do the civilizations in your setting view the construct that keeps their worlds in place? There are effectively three options for most settings.

Dyson Sphere: Perhaps a solar system has been enclosed in an artificial structure designed to harness the power of the sun. The residents have long since forgotten, and escaping the sphere is an eventual goal of the campaign.

Geocentric: What if another world was the center of the known universe? Perhaps it's the primary game world, or perhaps it's the campaign's final destination.

Heliocentric: Physics dictates that all planets in a system orbit the sun, and the center of mass of a galaxy orbits a black hole. Some systems might have more than one star.

Planets

You'll need to develop some details of your campaign's home world before you begin your campaign. While some games might stay on a single planet, the opportunity for space travel and intergalactic contact means you should also consider the fundamentals of the other important planets in your setting. These worlds can also help inspire your players during character creation, especially if they want to play ancestries that aren't native to your campaign's home world. Don't be afraid to work alongside your players to draw inspiration from their character's backstories when choosing the themes of your planets.

While these guidelines are intended for the creation of your campaign's initial home world, they can be revisited each time your players visit a new planet!

Planetary Basics

When designing the physical features of a campaign world, you'll want to determine its shape and the general distribution of landmasses. You should also establish the world's size relative to its neighbors, though the importance of a planet is rarely relative to its mass.
Shape
In a science-fantasy setting, the shape of your world need not be spherical as governed by the laws of physics. It could take on any shape you desire, and it might not be a planet at all!

Globe: Barring some catastrophe, worlds in our reality are roughly spherical due to the influence of gravity.

Hollow World: What if the landmasses and civilizations of a world existed on the inner surface of a hollow sphere? In such a world, the horizon would climb upwards, permitting creatures to see landmarks at extraordinary distances. A vast civilization might inhabit the interior of the world, lining the outer edge with solar panels for renewable power. Light might emanate from a sunlike orb in the world's center, from various other natural, technological, or magical sources, or not at all.

Irregular: What if your world is flat, a toroid, or shaped into a cylinder, cube, or other polyhedron? What if it's something even stranger? With such an unusual shape, you need to decide how gravity, atmosphere, and other details function. These types of irregular shapes can also include asteroids, colony ships, and space stations.

String: The world might be something entirely unique, like a stellar waterway akin to the River Betweena chain of stellar debris each a mini-world in its own right, or even a planetary ring detached from its maiden world and cast into the void.
Composition
While most habitable home worlds are assumed to be terrestrial planets like Earth, in a science-fantasy setting the only limits are your imagination, and each change presents new options for far-reaching cultural and technological innovations. Some worlds combine these compositions, such as the tidally locked world of Verces that's half frozen from a lack of sun and half searing from intense solar activity, with a ring of cities separating the two extremes.

Barren World: These barren worlds include asteroids and desert and rocky planets unable to support life on its surface. Residents are often from other worlds or spend most of their lives struggling to survive. Some of these worlds have evolved intelligent life capable of handling the extreme circumstances. They include worlds that once teemed with life that has since been destroyed by war or some other invasive force, like the husk worlds left behind by the Swarm or the once-living planet of Eox. In many cases, the composition of the world is completely bizarre, such as a world composed entirely of crystals!

City World: Also known as an ecumenopolis, this planet-sized city completely covers the surface of the world, often spanning even the vast and often polluted oceans that once supported life on the overly developed world. These planets likely have several superstructures visible from space but are otherwise vast monuments littered with lights. It could've been built on a moon or asteroid, perhaps as a colony from another nearby world. While these worlds are often the most populated, they also frequently have the least variety of life (at least in terms of plants and animals) and could even be mostly abandoned due to a planetwide catastrophe exacerbated by its sprawling monoculture. A city world is likely to be or have once been united under a single nation-state, even if it's now divided into multiple city-states or rival districts. Oftentimes, the planet forms slums near the surface while the wealthy live atop skyscrapers or in floating arcologies high up in the atmosphere where they're safe from pollution and noise.

Constructed: Constructed worlds didn't form naturally but were built by their inhabitants using natural or synthetic materials. A constructed world could be an inhabitable space station, a massive worldship, or a terraformed satellite resembling a real planet. Examples in the Pact worlds include Absalom Station and the Idari.

Gas Giant: These enormous worlds are often circled by countless moons large enough to support entire campaigns. Some, like Bretheda, have cities floating atop or within the gas. Others float along the ring of these worlds, the composition of which can hint at the world's history. Perhaps some creatures can survive on the surface of these worlds, protected by eternal storms too violent for most spaceships to navigate. The substances of these worlds are often harvested for interplanetary trade.

Ice World: Ice and snow cover these frigid worlds often found on the fringes of a star system. Cities frequently develop inside of mountains or atop enormous thermokarsts, regions replete with hollows like the Ice Wells of Aballon, that offer a reprieve from the eternal cold. Perhaps the only known structure in these worlds is a single research or military station operated by a skeleton crew, or perhaps the residents thrive in the frigid wastes or live in aquatic cities submerged under the miles-thick ice.

Lava World: Volcanic plumes of lava and smoke cover these worlds, often controlled by one or more mining companies looking to exploit the rare starmetals and other resources left undisturbed on these often lifeless planets. What kind of life could develop in these worlds? How might they react to being exploited by alien miners? And what valuable resources and treasures might await those who can survive in such a hostile environment?

Lush World: Forests, jungles, or swamps cover these worlds. Whether natural, supernatural, or the result of terraforming gone awry, these worlds often have civilizationending threats, like colossi, that prevent their unspoiled nature from being exploited and their surfaces from rampant development. Perhaps these threats might not be as obvious as giant monsters and could very well be surges of primal magic, random boiling geysers the size of cities that sustain the verdant paradise, or microbial threats that can bypass even the highest-grade environmental protections.

Terrestrial: These Earth-like worlds include oceans and continents with all the variety you'd expect on a habitable surface. The planet itself could've been terraformed with technology or magic necessary to keep it from becoming another type of world.

Water World: A world composed of or submerged in planet-spanning oceans could include a smattering of islands or floating settlements. Is the world surrounded by pristine blue seas, or is the water green due to continentsized algal blooms? Perhaps the liquid isn't even water but instead a substance that either makes the planet a center of the galactic economy, or it's a cursed world avoided and shunned by the rest of the galaxy.

Landmass

The next major step in world creation is to sketch out the planet's oceans and major landmasses—assuming the world type has them! On Earth, these geological features are the result of plate tectonics. In a science-fantasy world, however, the continents might have been cleaved from the land in a duel between gods or powerful witchwarpers, or the oceans filled by towering terraforming columns that still dot the shores to this day. The following are some common landmass types.

Archipelago: A stretch of vast ocean, dotted by chains of small island groups, atolls, and islets.

Continent: A substantial landform that (usually) rests on a tectonic plate and gradually shifts in position over geologic timescales.

Floating Continent: Whether floating in a gas giant at the point where the composition of the gas becomes semi-solid or suspended by technology or magic above a wartorn world, these enormous landmasses provide a way for traditional life to exist on a planet otherwise hostile to life.

Island-Continent: An enormous island nearly the size of a continent, surrounded by ocean.

Major Islands: A region of seas dominated by large islands, each several hundred miles across.

Orbital: Natural or constructed satellites can be large enough to be settled by intelligent life, perhaps even seeding the ring of a much larger planet or forming a chain of moons.

Supercontinent: An assembly of the world's continental blocks into a single immense landmass.

Environment

The environment and terrain of a region can pose as much of a challenge to an adventuring party as any of the foes they face. The following section references the environment categories beginning under Environment.
Common Environments
The following environments are common enough that they might appear in nearly any adventure or world.

Aquatic: Oceans, seas, lakes, and other large waterways are aquatic environments.

Arctic: Arctic environments usually appear near the northern and southern extremes of a world, though extreme elevation, unusually shaped worlds, and supernatural forces could result in arctic terrain elsewhere.

Desert: Deserts can appear anywhere on a world where precipitation is scant, even along some oceans. Any large landmasses that entirely lack bodies of water are likely to be deserts.

Forest: The composition of a forest depends on the climate and the elevation, with thick jungles more common near an equator, hardwood forests in more temperate zones, and evergreens at higher latitudes and elevations. Most worlds have a tree line—an elevation above which trees can't grow.

Mountain: A world's highest peaks can stretch tens of thousands of feet above sea level. This category also includes hills, which are typically no more than 1,000 feet tall.

Plains: Mostly flat and unobstructed, plains are usually at lower elevations, but they can also be found at higher elevations on plateaus.

Swamp: Wide floodplains, shallow lakes, and marshes can appear at most latitudes.

Underground: Colonies and outposts on barren worlds are often built underground to protect from cosmic radiation and maintain livable temperatures. They can also be constructed into mountains as part of a larger settlement.

Urban: Cities and settlements are urban environments. These areas are detailed in Settlements.
Extreme Environments
Some adventures lead to fantastic reaches of the world or the multiverse that are seldom explored by mortals.

Aerial: A world might include windy realms of floating islands and castles in the clouds, or form a swirling gas giant.

Alien: Encompassing all manner of unique environments, alien environments represent biomes prevalent to a specific world or even those we haven't yet pondered could exist. Examples could include a vast sea of self-replicating crystal or a world where the landmasses and water shift into different states of matter at irregular intervals.

Glacier: Massive sheets of dense ice constantly moving under their own immense weight, glaciers are frozen wastelands riddled with columns of jagged ice and snowcovered crevasses.

Gravity: Both high- and low-gravity environments present opportunities for fantastical ecologies and challenges for visitors. See page 98 for more details on these environments.

Radioactive: Whether barren wastes or abandoned cities, these environments frequently feature mutated flora and fauna, pools of acid, and radioactive materials that can overwhelm even higher-level environmental protections.

Underground: Some worlds have deep natural caverns, while others have extensive winding tunnels and expansive realms below the surface.

Undersea: A subset of aquatic environments, undersea environments are those areas submerged beneath the waves.

Vacuum: Worlds without breathable air are either deserted wastelands or otherwise occupied only by constructs,undead, and cosmic beings often too alien for most mortals to understand.

Virtual Reality: Your world is entirely digital. Your players can only ascertain this truth over time via hints, and whether or not the entire planet's population is trapped in a virtual space, or the entire universe is a simulation, can depend on the campaign's scope and theme.

Volcanic: Hellish landscapes of molten lava, burning ash, and scorching temperatures pose immediate danger.

Mapping a World

Many Game Masters like to have an overland map for their local region, nation, or even the whole world. This is far less important if you're planning a multi-planetary campaign with no set home world, but it can help add to a campaign's verisimilitude to include some of these details if your campaign uses a consistent port of call, whether it's a space station or an entire planet. The primary goal of this scale of map is to designate sites of import to the campaign; you don't need to detail every nature preserve or strip mine, but having a sense of the major features can help you and the other players visualize the world in which you're playing.

Step 1. Coastlines: The easiest first step is to separate land from sea (whether those seas are frozen, molten, or even sand). Regional maps might only have a single shoreline, if any. At larger map scales, consider the placement of major islands, archipelago chains, atolls, and islets. A world map should consider the size and placement of continents.

Step 2. Topography: Pencil in a rough ridgeline for each mountain range in the region. Mountain ranges are common along coastlines where continental plates push together. If extended into the sea, mountain ranges typically result in a chain of offshore islands. Indicate hills in the regions adjacent to the mountains and elsewhere as necessary to demonstrate elevation. Unmarked terrain on an overland map is usually lowland plains. Even in worlds with efficient mass transit, these important geographic elements determine defensible positions, population centers, and ports of call.

Step 3. Watercourses: It's important to keep in mind that rivers flow downstream, from high elevation toward the sea, always taking the path of least resistance. Powerful watercourses might carve canyons or gorges over millennia, but they should never cross through mountain ranges. On a similar note, watercourses don't branch—tributaries join into rivers as they flow downstream. Even high-tech societies will naturally benefit from developing alongside natural sources of fresh water, both for conventional uses like drinking and sanitation and for industrial uses like shipping and hydroelectricity.

Step 4. Terrain and Environment: Sketch in interesting terrain features such as forests, deserts, or tundras. You might want to differentiate these by climate, separating coniferous and deciduous forests from tropical jungles or arctic taigas. Terrain not specifically called out on an overland map is typically presumed to be some variety of farmland in developed worlds and grassland in less developed worlds.

Step 5. Civilization: Now you're ready to place the elements of civilization. Major cities are typically located near water, and those with spaceports are usually near the equator to save on the energy required during space launches. Major freeways or rails connect larger settlements, circumventing difficult terrain and connecting centers of culture and industry, but they can wind through mountain passes or even beneath the ocean when lucrative commerce demands it. Add smaller settlements along your roads, like resorts to appreciate nature, less tech-inclined rural communities, or businesses requiring large tracts of land like farms. Finally, draw political boundaries and mark other sites of interest. Are these borders purely physical, or are there separated infospheres on these worlds that further divide these rival nations?

Civilization

Once you've established your home world and other important planets, it's time to establish significant nations, whether they're bound to a single world or part of a larger interstellar coalition, and then define major ports of call.

When it comes to designing a setting's cultures, you might want to focus primarily on areas the party is likely to explore first. Doing so allows you to establish the details and depth of one region's peoples before expanding out to address others. That isn't to say you shouldn't have ideas about the cultures beyond your starting settlement—it just means you don't need to decide every detail of every culture all at once.

As always, you don't need to demarcate every planet in the solar system or indicate every station, city, and spaceport. Keep your focus on what you need for your story and your adventure—leaving terra incognita can lead to stories down the road as the party ventures further from home.

Societal Benchmarks

The following sections can help you establish certain truths about your world as a whole. From there, you can decide the details of specific cultural groups, including whether they deviate from these global standards.
Technology
Throughout history, a major driver of world culture has been the continuous advancement of technology in warfare, agriculture, and industry. The following categories roughly approximate real-world technological levels, but progress might vary on your world. What heights of technology have been achieved? Have any groups fallen behind or leaped ahead?

Primeval: Weapons and tools in this early era are crafted primarily from bone, wood, or stone. Knowledge of stonecutting allows early civilizations to raise stone walls and buildings. If visited frequently by those with other technology, they might salvage pieces of sturdier materials to use as tools. If resistant to advanced technology, they might even develop magic and tools that are extra effective against technology.

Antiquities: Advancements in mining and metallurgy lead to weapons and tools made from bronze and later iron. Crop rotation and storage ensure greater resilience to famine, leading to the development of complex irrigation and large militaries that can consolidate and conquer city-states into major empires. The economy is dominated by river and sea trade between coastal settlements aided by oar- and sail-powered galleys. Alien technology is often readily incorporated, as wars are often won during this relatively rapid advance in technology.

Early Industrial: Warfare in this era is defined by iron armor until the development of black powder firearms. Larger ships permit ocean crossings and long-range trade to distant shores. The printing press increases literacy and speeds up the dissemination of new ideas, and the development of early steam engines rapidly shifts societies' focus to engineering and science. Dirigible airships and observation balloons make it more likely for locals to recognize devices like spaceships as technology rather than magic, and a desire to replicate the technology makes any kind of first contact more dramatic than ever before.

Late Industrial: Heavy machinery and a race for diminishing resources define this period of technological development. Famine and plagues are likely confined to less industrialized nations exploited for their natural and human resources. Consolidated power in countries with the most advanced technology, coupled with the knowledge that an actual war between the nations could have nigh-apocalyptic side effects, means a need to reform social traditions, especially once major developments like atomic energy and telecommunications bring about subsequent technological revolutions. Cultural exchange and leisure time would permit the development of games and stories to inspire future technology, lending itself to greater acceptance of more advanced technology regardless of its source.

Tech Renaissance: This civilization teems with advanced technology and magitech, including but not limited to cybernetic augmentations and artificial intelligence. While technology has made conventional warfare too dangerous, nations and corporations openly engage in hacking and sabotage for economic control of ideas in lieu of direct control over land. Globalization, communication technology, and the intermingling of cultures have made national and ethnic identity secondary to stark individuality. Outside of the glittering cities of skyscrapers, you're less and less likely to find any but the most stringent luddites, as most farms would be automated while nations allow nature to reclaim rural communities for the sake of a balanced ecosystem. Visitors with more advanced technology would be hesitant to visit these worlds without a disguise, knowing how much alien tech would be worth to factions struggling to get an edge in a cutthroat market of ideas.

Spacefaring: Journeying to the final frontier opens countless paths for technological and social progress, including openly intermingling with alien technology, establishing new governments independent from any on a civilization's home world, and the necessity of tools needed to survive the harsh conditions of space that are developed and improved independent of an astronaut's home world. As space colonists from post-scarcity societies struggle to survive, they can find their technology lagging behind their predecessors, potentially reaching a state resembling a post-apocalyptic level of technology for centuries before explorers from their long-forgotten home world rediscover them.

Post-Scarcity: At this level of technological progress, there's no longer a need for mortal species to compete for resources. All needs and basic desires are met, resulting in an opportunity for social and artistic progress unhampered by the inequalities of the past. Oftentimes, this level of technology betrays a darker truth, as the society is propped up by those who could only dream of the false utopia. Other times, the civilization's military or explorative tech is no more advanced than a tech renaissance or even late industrial civilization, as some watershed moment in the civilization's history pushed them to focus their efforts on energy, food, technology, and resource allocation. Such a utopia might be accepting and curious of outsiders, or it might fear that the inclusion of outside technology might damage their hard-won harmony.

Transcendent: The members of this civilization have gone beyond their physical bodies to become something more. Whether they're ascended beings of pure energy, digital consciousnesses existing in a virtual reality, or a merged hyper-consciousness spanning dozens of worlds, the preservation of their consciousness has become the primary concern of this civilization. Any other advanced technology exists only as vestigial artifacts left behind in their now empty cities. Sometimes these civilizations can attempt to forcefully integrate others into their trans-mortal hive minds, or else eradicate their targets out of fear of other life-forms developing a way to erase them from existence. Other times they are above reproach and feel compelled to protect other species from even greater cosmic threats. Civilizations that attempt this level of technology can carry on as once-mortal robots, feral mutants, or paranoid undead, the fear of death having driven them to become inhuman facsimiles of their former selves.

Post-Apocalyptic: Oftentimes a civilization finds itself progressing backward in the tech tree due to fear of rapid advancement, a cataclysmic war, or even divine intervention. They could be left with vestiges of their former glory, perhaps having vague notions of how to use these ancient devices while treating even the most mundane tech as though it were magic. They might outright reject and hunt down advanced technology, blaming it for their daily struggles to survive in a world decimated by radiation or rampant biotechnology.
Divine Involvement
What's the nature of the gods? Do they even exist? If so, are they omnipotent and omniscient? How does a follower request their divine favor? The answers to these questions will help you determine how strongly divine faith impacts the cultures of your world.

None: Deities don't exist in this world, or if they do, they're oblivious to or completely unconcerned with mortal affairs. If they exist, they don't make their presence known, nor do they grant power to their worshippers. People might still believe in deities, and there might be powerful enough entities, or artificial intelligences, that have convinced people to worship them.

Limited: Deities exist, though they remain aloof from the mortal world and make their divine presence known only to a chosen few.

Accepted: Divine influence is an accepted fact of everyday life. Their will is enacted through priests and organized religions. Divine avatars might appear in the world during extreme circumstances.

Ubiquitous: Deities live among mortals, exerting their divine will directly. Gods frequent social media sites, run streaming broadcasts to their followers, or even dominate entire solar systems as rulers.
Magic
Does magic exist? If so, which traditions are available? What are the sources of a spellcaster's power, and how do they gain and channel that magic?

No Magic: Magic of any kind doesn't exist in this world. Spells and magic effects don't function. Consider the variants to handle the lack of magic items or convert magic items to tech items using such advanced technology as to be indistinguishable from magic.

Low Magic: Magic is mysterious and taboo. The few practitioners of the mystical arts are feared or shunned. Again, consider the variants to handle the relative scarcity of magic items.

Common: Magic is an accepted fact of everyday life, though, like computer programming, most users don't bother learning the details of how it works. Magic portals and gates can whisk travelers “in the know” halfway across the world or to the other side of the multiverse.

High Magic: Magic and magical items are commonplace in society, perhaps even more than technology. It might be as easy to learn spellcasting as it is to learn a new language. Many tech objects are replaced with magic objects that cost the same and serve the same function, like handheld magic mirrors instead of comm units. The fantastic is never more than a stone's throw away.

The Multiverse

In Starfinder, the physical universe of your world is one plane within a much broader multiverse. The Planes, details how planes work and the multiverse of Starfinder, but you can fit planes into your story and world, or even build a new multiverse from scratch! Perhaps there are only two planes beyond the material Universe, diametrically opposed and fighting over mortal souls, or the multiverse consists only of a series of infinite alternate realities. The options are truly endless, limited only by your imagination and the story you want to tell.

Religion

The greatest stories from myth and legend speak of immortals with incredible powers of creation and destruction. Some meddle in the affairs of mortals, shaping heroes and history at a whim, while others remain aloof or oblivious to the mortal world. Regardless of the world you're building, religion (or even the absence thereof) shapes the characters and the stories you tell.

Theology

Religious traditions are commonly categorized by their belief in one or more divine entities.

Polytheism: This belief system posits the existence of many gods. Polytheistic gods typically espouse particular areas of concern and often reflect the appearance of their worshippers. The primary religious philosophy of Starfinder is polytheistic.

Dualism: This philosophy espouses an enduring conflict between two diametrically opposed cosmic forces; most commonly good and evil or law and chaos. Acolytes of each faith almost always see themselves as righteous, and those of the contrasting belief as false. Some philosophies fuse cosmic duality into a whole. The philosophical cosmic balance of the Cycle focuses on the dual nature of creation and destruction.

Monotheism: A monotheistic doctrine recognizes the existence of only one true god, such as the Jinsul Hierocracy and their supposed devotion to Kadrical. The supreme deity might exhibit more than one aspect yet remain a single entity, like Zon-Shelyn from Starfinder.

Pantheism: Divine power arises from the universe itself or as a byproduct of the collective power of many deities sharing some common facet, either way forming a vast, allencompassing divine entity. Worshippers sometimes appeal to or devote themselves to specific fundamental concepts or aspects of the universe.

Animism: Rather than worshipping gods associated with souls and spiritual essence from beyond, animism sees the life force in each part of the world, whether it be the trees of an old-growth forest or a towering waterfall.

Singularitism: In high-tech campaign worlds, some believe that all life will merge into a vast technological collective hive mind. Believers in machine-life evolution, like the Mechanizers, might see it as an inevitable path all life will eventually pursue. Others believe that life's purpose is creating a perfect AI that will guide life toward machine perfection. While most tend to acknowledge this long-term goal as one that can't be forced, more radical believers might take an aggressive approach, forcefully converting organic life-forms into cyborg bodies.

Atheism: In some campaign worlds, the gods have all died, abandoned their worshippers, or never existed at all. Mortals of this world might still cling to belief and establish religions in the name of the divine, but there are no true deities to answer their prayers.

Pantheons

In polytheistic traditions, a pantheon is a divine hierarchy of multiple (or even all) deities.

Universal: All deities in the setting belong to a single pantheon. Different cultures might have their own names for the god of magic, for instance, but only a single deity answers their prayers.

Ancestral or Regional: Each ancestry or region worships its own distinct pantheon. These pantheons coexist in the same cosmology but establish control in separate divine realms. Across the cosmos, several gods from disparate pantheons might share the same area of concern, but they seldom compete for worshippers from rival pantheons. They might also share the same infosphere sites or social media platforms, combining followers by sharing broadcasts.

Competitive: The world contains smaller regional pantheons competing for mortal worship. Only one deity of a specific area of concern may ascend to greater power across all the pantheons. As such, deities typically have little loyalty to their own pantheons and might actually switch to another pantheon if it earns them additional worshippers.

None: The deities of this multiverse act as individuals with no familial ties or common agendas binding them to each other.

Deities

These immortal beings command vast power and influence fueled by the faith and souls of mortal worshippers. In Starfinder, deities also dictate some of the abilities of those who channel their power. When designing deities, you'll need to include the divine statistics and devotee benefits described below.
Divine Rank
Gods are usually ranked in a divine hierarchy, from newly ascended godlings to almighty creator gods of unfathomable power. Sometimes, a deity might enter a form of torpor and their power might diminish, requiring them to gather new followers to reascend.

God: Taking a position atop the divine pyramid, gods command near unlimited power and resources. Their mortal congregations are large and (usually) well funded.

Demigod: Demigods still possess a great deal of power, though often in subservience to another god or simply inferior to the power of a full god.

Quasi Deity: The weakest rank of divinity, many quasi deities are recently ascended mortals who attained their deific powers through ritual apotheosis, or planar natives who have amassed divine power of their own.

Artificial Deity: These virtual gods are supercomputers capable of acting out seemingly implausible miracles within the limited scope of their physical network. They can often be deleted or programmed by gaining physical access to their mainframes, which consist of entire demiplanes.
Divine Statistics
In Starfinder, deities are not only a narrative element of the world, but also a mechanical component of some characters.

Areas of Concern: Each deity has one or more areas of concern they have divine influence over. These portfolios typically embrace universal concepts, such as honor, night, or tranquility. Deities with similar areas of concern might work in common cause or against each other, depending on their goals and divine rank.

Edicts: Every deity has edicts, which are those tenets they require their faithful to promote in the world. A deity usually has one to three simple and straightforward edicts.

Anathema: The opposite of edicts, anathema are those things a deity won't abide. Divine mystics usually avoid their deity's anathema, and even lay worshippers usually feel guilty for performing such acts, as they'll be weighed against them in the afterlife. Like edicts, a deity usually has two to three simple and straightforward elements to their anathema.
Devotee Benefits
Deities grant favored status and special power to the most fervent and influential of their flock.

Cleric Spells: When preparing spells, clerics from Pathfinder can choose from specific spells granted by the deity, in addition to those available on the divine spell list. A deity always grants a 1st-rank spell and usually two others, all chosen from non-divine spell lists. The exact number of spells a deity grants can vary—a magic-focused deity might grant more—though this shouldn't exceed one spell of each rank.

Divine Font: Clerics from Pathfinder channel a deity's divine power as a font of vitality or void energy. Most deities grant either heal or harm, but a few deities offer a choice between the two. A specific deity's divine font should be based on their areas of concern.

Divine Sanctification: Some deities allow or require their greatest devotees to dedicate themselves to pursuing holy or unholy deeds. A listing of “must choose holy” or “must choose unholy” indicates the deity requires this commitment. “Can choose holy” or “can choose unholy” indicates that the deity allows it in addition to many other options.

Divine Skill: Champions and clerics from Pathfinder automatically gain the trained proficiency rank in their deity's divine skill. Assign the deity one skill that synergizes well with their areas of concern. For example, Intimidation would be appropriate for a god of tyranny, or Deception for a goddess of trickery.

Domains: Each deity grants a number of domains that reflect their divine areas of concern. Mystics can learn the domain spells from their deity's domains. Starfinder's deities each have four domains, and many have one or more alternative domains. Though this number is usually enough to convey a deity's portfolio and give players sufficient options, you can give your deities as many domains as you like.

Favored Weapon: Some characters can gain access to their deity's favored weapon as well as the trained proficiency rank with it. These weapons are considered specific to the religion's culture for purposes of feats like the shirren's Unconventional Weaponry. Every deity has a favored weapon. Because the benefits of having an advanced favored weapon are very strong, you should assign simple or martial favored weapons unless a deity is so thematically linked with an advanced weapon that you need to give them one.

Building Settlements

From frontier encampments to interstellar space stations, settlements play an important role in shaping the cultures of your setting and the themes of your campaign. Developing a setting can be a daunting task, but these guidelines help give you a start in designing your campaign's next port of call!

In Starfinder, settlements are where characters can rest, recharge, retrain, and dedicate themselves to other downtime activities, all in relative peace. Traditionally, an adventuring band comes together in some kind of settlement, be it a small colony recently established on a moon in the Vast or a bustling continent-spanning city on the surface of a densely populated world. Some adventures take place entirely within a single settlement, while in others the party visits settlements only briefly between their adventures in space.

The first thing you should consider when building a settlement is its role in your story. Is this a major metropolis the heroes will visit again and again during their adventures? A backwater outpost where their adventures begin? The distant interstellar capital from which an evil tyrant issues cruel edicts? The settlement's campaign role will inform many of the other decisions you make about the place.

Once you know why you need the settlement, consider why it would exist in the setting. While established settlements certainly need access to sundries and supplies, local access to these resources are only necessary in low-tech or isolated outposts. Metropolises can even exist on worlds devoid of any naturally occurring food or water, although they're likely populated largely by creatures who don't need to eat or drink. These settlements need to be in such a valuable location that it offsets their need to import necessary supplies. While it might be easier to create a space station or city merely to serve the characters' needs, determining what function it has independent of the characters adds verisimilitude and can provide hooks for further stories.

Settlement stat blocks describe the components and traits of a settlement. You don't need to create a settlement stat block, but doing so can help flesh out the community you're building, and they can be a useful reference for your game.

Mapping a Settlement

Don't underestimate the usefulness of sketching a map of significant settlements, like the one where your adventure starts. This isn't intended to be a picture-perfect rendition drawn to scale, but rather to outline the rough shape and size of the settlement. Be sure to highlight a few key structures useful to the campaign.

Step 1. Layout: The layout of a settlement is as unique as the terrain upon which it's settled. In settlements developed before the advent of spaceflight, you might want to look at major trade routes likely developed alongside rivers. In more modern cities, this usually means looking at where the city's spaceport is located, likely near a body of water for emergency landings or where land would be cheap after the advent of spaceflight. The settlement might also use a structure like a space elevator, which likely makes its anchor a solid hub. If your settlement is a space station, build the central core and expand outward.

Step 2. Districts: Archaic settlements likely have a central district once defended by a wall. In some settlements, this area might be the most expensive part of town, filled with palaces and tourist districts, allowing guests a look at years gone by. If the settlement was established during or after an industrial revolution, the old town might very well be a run-down and polluted den of criminal activity. Districts often naturally develop as settlements grow into adjacent settlements, incorporating the smaller town or village into the larger settlement. These different wards often specialize over time into the dominant industry of the settlement, with residential districts typically replacing agrarian plots in postscarcity societies.

Step 3. Malls and Markets: Designate one or more open spaces in the settlement as a major commercial space. This marketplace typically grows in the city's downtown, often on the ground floor of office buildings or in large shopping malls. Mid-sized cities often develop these hearts of commerce in marketplaces and bazaars sometimes thousands of years old, using temporary stalls for local food and small businesses alongside large interstellar corporations in newly opened strip malls. This setup gives adventurers the flexibility to buy and deal in exotic and ill-gotten gains while still being able to reliably purchase mass-produced equipment from major manufacturers.

Step 4. Lodging: Heroes need a place to celebrate and recover between adventures. Bars, clubs, and restaurants make ideal locations to rest, introduce notable NPCs, and initiate quests. Unlike the medieval tavern, the hottest locations rarely have lodgings of their own but are often in districts featuring hotels or close enough to the spaceport that you can always save some credits bunking in the party's starship. Some cities feature alternative lodgings, ranging from sleeping pods and overnight cyber cafes to hostels and house rentals.

Step 5. Landmarks: To give your cities a sense of personality and local flavor, design a handful of iconic landmarks for the PCs to visit. Memorable names make these landmarks more interesting and can help hint toward future themes and story beats. A random stellar observatory might be noteworthy, but the Tapestry's Eye has an air of intrigue that could lead to a fun adventure hook.

Detailing Settlements

It's important to have some idea of a settlement's culture established. While every nuanced detail of its governing laws and cultural norms can often be hand-waved, you'll want a minimal description of the core concept of your settlement, including its style of government and core cultural edicts and anathema. The amount of additional detail you provide depends on the needs of your story. If you have multiple governing bodies involved in your campaign, especially if your story includes economic or political intrigue, you'll want to establish enough information to create reference sheets for your players to serve as helpful reminders of all the relevant factions in your campaign. That said, many settlements in a multi-planetary campaign function fairly independent of any larger governing body, their autonomy assured strictly by the extensive internal bureaucracy necessary to maintain a vibrant multicultural metropolis of millions.

Beyond those basic details, the following considerations can help flesh out the settlements in your setting.

Location, Size, and Population

Major planetary geographical boundaries, such as mountains, seas, and large rivers, often present natural borders for a region. Depending on its leadership, culture, and the resources available, a settlement might be as small as an arcology floating over a gas giant or as large as a planet-spanning megaplex. In Starfinder, most settlements tend to be larger than the historical cities of Lost Golarion and might cover hundreds or thousands of square miles or span an entire planet. Widespread technological and magical innovations give governing entities wider reach, improve city maintenance, and foster cultural mixing. These settlements are often surrounded by greater metropolitan areas, which might or might not be considered part of the settlement itself.

Populations ebb and flow due to a multitude of external factors. Advances in sanitation, medicine, and agriculture can spur dramatic population growth, while war, economic downturn, or plague can devastate it. A megacity has at least 10 million residents. Megaplexes formed of multiple megacities might have populations averaging 50 million or more. A multi-planetary alliance might have billions or more.

Population size is only part of the equation. Figuring out the ancestry ratios of that population and brainstorming how the members of various ancestries interact can often lead to interesting story ideas, or at least give you some jumping-off points when dreaming up how the settlement was founded and its later history.

Cultural Hallmarks

What elements of the settlement's predominant culture stand out? A settlement might have an unusual stance on religion, a specific demographic, distinctive natural features, noteworthy political views, or any number of unique elements that differentiate it from other settlements in the galaxy. These hallmarks can inform your decisions about many other aspects of the settlement.

History

How did the settlement come to be? Has it stood since before the Gap, a bastion of stability while the rest of the galaxy changed around it? Perhaps it was built over the ruins of another civilization that was destroyed eons ago by powerful invaders still traveling the distant stars. Or perhaps it's a young settlement, founded recently by refugees seeking to escape the Swarm. Is it the first settlement on a planet of untamed wilderness or a city of refugees built on the same asteroid that ruined a once-thriving metropolitan world? How have the residents of the settlement adapted to change, and in what ways have they failed to do so?

Economy and Political Stances

Determine the key resources and industries that drive the settlement's economy. The availability of natural resources, skills and specializations of its citizens, and relations with its neighbors can all be factors in determining a settlement's economic success. For example, an area with few resources might be more reliant on technological innovation or military prowess, while a settlement rich in resources will more likely develop an opulent upper class composed of those with the capital to exploit such resources.

These resources can also affect political relationships. An area poor in a specific resource might have a strong trade relationship with another world that has it, or they might rely on conquest and war to plunder what they need! Settlements also disagree about political structures, public policy, religion, and any number of other factors.

You'll also want to consider the significant NPCs of each settlement. This includes the official rulers, but it also includes other major players, whether they act in an official capacity or entirely behind the scenes.