Chapter 2: Building Games
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
- 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.
- 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.
- 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
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
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
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
One-Shot
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
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
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
Adventures 6 long adventures; might be any type of adventure
Top Level 20
Time Frame 1-1/2 years weekly, 3 years biweekly
Themes
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
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
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
Power Level
Recurring Villains
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
Starting the Campaign
- 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
- 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
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
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
The Next Campaign
Adventure Design
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
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
Keeping it Varied
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 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
Exploration
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
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
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
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
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
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
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
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
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
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
Corruption
- 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
- 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
- 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
- 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
- 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.
Motivations
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
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
Locations
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
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
Additional Guidance: assigning treasure
Encounter Design
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
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
Threat | XP Budget | Character Adjustment |
---|---|---|
Trivial | 40 or less | 10 or less |
Low | 60 | 20 |
Moderate | 80 | 20 |
Severe | 120 | 30 |
Extreme | 160 | 40 |
Choosing Creatures
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 Level | XP | Suggested Role |
---|---|---|
Party level – 4 | 10 | Low-threat lackey |
Party level – 3 | 15 | Low- or moderate-threat lackey |
Party level – 2 | 20 | Any lackey or standard creature |
Party level – 1 | 30 | Any standard creature |
Party level | 40 | Any standard creature or low-threat boss |
Party level + 1 | 60 | Low- or moderate-threat boss |
Party level + 2 | 80 | Moderate- or severe-threat boss |
Party level + 3 | 120 | Severe- or extreme-threat boss |
Party level + 4 | 160 | Extreme-threat solo boss |
Different Party Sizes
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
- 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
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
Inhabitant or Intruder?
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
Unexpected Infrastructure
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
Enemy Motivations
Morale
Dynamic Encounters
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
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
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
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
Secondary Objectives
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
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
Social Encounters
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
Level | Total Treasure per Level | Low | Moderate | Severe | Extreme | Extra Treasure |
---|---|---|---|---|---|---|
1 | 1,750 credits | 130 credits | 180 credits | 260 credits | 350 credits | 350 credits |
2 | 3,000 credits | 230 credits | 300 credits | 450 credits | 600 credits | 600 credits |
3 | 5,000 credits | 380 credits | 500 credits | 750 credits | 1,000 credits | 1,000 credits |
4 | 8,500 credits | 650 credits | 850 credits | 1,300 credits | 1,700 credits | 1,700 credits |
5 | 13,500 credits | 1,000 credits | 1,350 credits | 2,000 credits | 2,700 credits | 2,700 credits |
6 | 20,000 credits | 1,500 credits | 2,000 credits | 3,000 credits | 4,000 credits | 4,000 credits |
7 | 29,000 credits | 2,200 credits | 2,900 credits | 4,400 credits | 5,800 credits | 5,800 credits |
8 | 40,000 credits | 3,000 credits | 4,000 credits | 6,000 credits | 8,000 credits | 8,000 credits |
9 | 57,000 credits | 4,300 credits | 5,700 credits | 8,600 credits | 11,400 credits | 11,400 credits |
10 | 80,000 credits | 6,000 credits | 8,000 credits | 12,000 credits | 16,000 credits | 16,000 credits |
11 | 115,000 credits | 8,650 credits | 11,500 credits | 17,250 credits | 23,000 credits | 23,000 credits |
12 | 165,000 credits | 12,500 credits | 16,500 credits | 24,750 credits | 33,000 credits | 33,000 credits |
13 | 250,000 credits | 18,750 credits | 25,000 credits | 37,500 credits | 50,000 credits | 50,000 credits |
14 | 365,000 credits | 27,500 credits | 36,500 credits | 55,000 credits | 73,000 credits | 73,000 credits |
15 | 545,000 credits | 41,000 credits | 54,500 credits | 82,000 credits | 109,000 credits | 109,000 credits |
16 | 825,000 credits | 62,000 credits | 82,500 credits | 124,000 credits | 165,000 credits | 165,000 credits |
17 | 1,280,000 credits | 96,000 credits | 128,000 credits | 192,000 credits | 256,000 credits | 256,000 credits |
18 | 2,080,000 credits | 156,000 credits | 208,000 credits | 312,000 credits | 416,000 credits | 416,000 credits |
19 | 3,550,000 credits | 266,000 credits | 355,000 credits | 532,500 credits | 710,000 credits | 710,000 credits |
20 | 4,900,000 credits | 368,000 credits | 490,000 credits | 735,000 credits | 980,000 credits | 980,000 credits |
Variant Rules
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 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
Special Class Features
Attack Potency
Skill Potency
Devastating Attacks
Upgrade Slots
Defense Potency
Perception Potency
Saving Throw Potency
Attribute Apex
Level | Benefits |
---|---|
1 | — |
2 | Attack potency +1 |
3 | Skill potency (one at +1) |
4 | Devastating attacks (two dice), upgrade slots (+1) |
5 | Defense potency +1 |
6 | Skill potency (two at +1 each) |
7 | Perception potency +1 |
8 | Saving throw potency +1 |
9 | Skill potency (one at +2, one at +1) |
10 | Attack potency +2 |
11 | Defense potency +2 |
12 | Devastating attacks (three dice), upgrade slots (+2) |
13 | Perception potency +2; skill potency (two at +2 each, one at +1) |
14 | Saving throw potency +2 |
15 | Skill potency (three at +2 each, one at +1) |
16 | Attack potency +3 |
17 | Ability apex; skill potency (one at +3, two at +2 each, two at +1 each) |
18 | Defense potency +3 |
19 | Devastating attacks (four dice), Perception potency +3, upgrade slots (+3) |
20 | Saving throw potency +3; skill potency (two at +3 each, two at +2 each, two at +1 each) |
Adjusting Items and Treasure
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
Building a Character
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
Level 0 Characters
Building Characters
Initial Proficiencies
Hit Points
Apprentice Option
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
Treasure
Proficiency Without Level
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
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's Level | XP |
---|---|
Party level – 7 | 9 |
Party level – 6 | 12 |
Party level – 5 | 14 |
Party level – 4 | 18 |
Party level – 3 | 21 |
Party level – 2 | 26 |
Party level – 1 | 32 |
Party level | 40 |
Party level + 1 | 48 |
Party level + 2 | 60 |
Party level + 3 | 72 |
Party level + 4 | 90 |
Party level + 5 | 108 |
Party level + 6 | 135 |
Party level + 7 | 160 |
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
Rank | DC |
---|---|
Untrained | 10 |
Trained | 15 |
Expert | 20 |
Master | 25 |
Legendary | 30 |
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
Building an Ancestry Paragon Character
Playing with Ancestry Paragon Characters
Expanded Space Rules
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
Area Damage
Ranged Attacks
Energy Damage in a Vacuum
Energy Damage in Zero Gravity
Persistent Damage in Space
Creatures become immune to persistent cold and fire damage while in a vacuum.
Movement in Space
Conservation of Momentum
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
Standardized Velocity
Galactic Hero Points
Heroic Rerolls
Skill Paragon
Building a Skill Paragon Character
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
Afflictions
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
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
Environment
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
Category | Damage |
---|---|
Minor | 1d6–2d6 |
Moderate | 4d6–6d6 |
Major | 8d6–12d6 |
Massive | 18d6–24d6 |
Aquatic
Currents and Flowing Water
Underwater Visibility
Arctic
Ice
Snow
Desert
Rubble
Sand
Forest
Canopies
Trees
Mountain
Chasms
Rubble
Slopes
Swamp
Bogs
Underground
Urban
Airlocks
Catwalks
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
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
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
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
Maintenance Tunnels
Rooftops
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
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
Sewer Gas
Stairs
Streets
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
Weird
Outer Space
Cosmic Radiation
Drift Beacons
Solar Flares
Vacuum
Decompression
Atmosphere
Normal Atmosphere
Corrosive Atmosphere
Thick Atmosphere
Thin Atmosphere
Toxic Atmosphere
Climate
Fog
Precipitation
Visibility
Fatigue
Thunderstorms
Temperature
Appropriate cold-weather gear can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold.
Category | Temperature | Fatigue | Damage |
---|---|---|---|
Incredible cold | –80°F or colder | 2 hours | Moderate cold every minute |
Extreme cold | –79°F to –20°F | 4 hours | Minor cold every 10 minutes |
Severe cold | –21°F to 12°F | 4 hours | Minor cold every hour |
Mild cold | 13°F to 32°F | 4 hours | None |
Normal | 33°F to 94°F | 8 hours | None |
Mild heat | 95°F* to 104°F* | 4 hours | None |
Severe heat | 105°F* to 114°F | 4 hours | Minor fire every hour |
Extreme heat | 115°F to 139°F | 4 hours | Minor fire every 10 minutes |
Incredible heat | 140°F or warmer | 2 hours | Moderate fire every minute |
* Adjust temperatures down by 15° in areas of high humidity. |
Wind
Moving in Wind
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
Extreme Gravity
High Gravity
Normal Gravity
Low Gravity
Zero Gravity
Movement in Zero Gravity
Radiation
Radiation and Technology
Radiation Sickness
Natural Disasters
Acid Rain
Avalanches
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
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
Collapses
Earthquakes
Fissures
Soil Liquefaction
Tremors
Floods
Gravity Wells
Magnetic Storms
Psystorms
Sandstorms
Tornadoes
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
Volcanic Eruptions
Ash
Lava Bombs
Lava Flows
Pyroclastic Flows
Vents
Vortex
Wildfires
Flames
Heat
Smoke
Feature | Proficiency DC Band |
---|---|
Airlocks | Untrained–trained |
Atmosphere | — |
Avalanches | Expert–legendary |
Blizzards | — |
Bogs | Untrained–trained |
Catwalks | Untrained-trained |
Canopies | Trained–master |
Chasms | — |
Collapses | Expert–legendary |
Cosmic Radiation | Expert–legendary |
Crowd | Trained–master |
Currents | Trained–master |
Decompression | Untrained–expert |
Doors | — |
Earthquakes | Trained–legendary |
Elevators | — |
Floods | Expert–legendary |
Floors | Untrained–expert |
Fog | — |
Gravity | — |
Gravity Wells | Trained–master |
Ice | Trained–master |
Lava | Expert–legendary |
Magnetic Storm | Trained–master |
Maintenance Tunnels | Untrained–expert |
Precipitation | — |
Psystorms | Expert–legendary |
Radiation | — |
Rooftops | Trained–master |
Rubble | Untrained–expert |
Sand | Untrained–expert |
Sandstorms | Trained–master |
Security | — |
Sewers | — |
Slopes | Untrained–trained |
Snow | Untrained–expert |
Stairs | Untrained–trained |
Streets | Untrained–trained |
Temperature | — |
Tornadoes | Master–legendary |
Trees | Untrained–master |
Tsunamis | Master–legendary |
Underwater Visibility | — |
Vacuum | Untrained–trained |
Volcanic Eruptions | Trained–legendary |
Vortex | Expert–legendary |
Walls | See entry |
Wildfires | Expert–legendary |
Wind | Untrained–legendary |
Hazards
Detecting a Hazard
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
Reaction or Free Action
Routine
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
Disabling a Hazard
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
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
Repairing a Hazard
Counteracting a Magical Hazard
Hazard Experience
Level | Simple Hazard | Complex Hazard |
---|---|---|
Party level – 4 | 2 XP | 2 XP |
Party level – 3 | 3 XP | 3 XP |
Party level – 2 | 4 XP | 4 XP |
Party level – 1 | 6 XP | 6 XP |
Party level | 8 XP | 8 XP |
Party level + 1 | 12 XP | 12 XP |
Party level + 2 | 16 XP | 16 XP |
Party level + 3 | 24 XP | 24 XP |
Party level + 4 | 30 XP | 30 XP |
Hazard Format
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
Traits
Stealth or Stealth DC
Simple Hazards
Complex Hazards
Building Hazards
Concept
Hazard Types
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
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 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.
Level | Extreme | High | Low |
---|---|---|---|
–1 | 18 | 15 | 12 to 11 |
0 | 19 | 16 | 13 to 12 |
1 | 20 | 17 | 14 to 13 |
2 | 21 | 18 | 15 to 14 |
3 | 23 | 20 | 17 to 15 |
4 | 25 | 22 | 18 to 17 |
5 | 26 | 23 | 20 to 18 |
6 | 28 | 25 | 21 to 19 |
7 | 30 | 27 | 23 to 21 |
8 | 31 | 28 | 24 to 22 |
9 | 33 | 30 | 26 to 23 |
10 | 35 | 32 | 27 to 25 |
11 | 36 | 33 | 29 to 26 |
12 | 38 | 35 | 30 to 27 |
13 | 40 | 37 | 32 to 29 |
14 | 41 | 38 | 33 to 30 |
15 | 43 | 40 | 35 to 31 |
16 | 45 | 42 | 36 to 33 |
17 | 46 | 43 | 38 to 34 |
18 | 48 | 45 | 39 to 35 |
19 | 50 | 47 | 41 to 37 |
20 | 51 | 48 | 42 to 38 |
21 | 53 | 50 | 44 to 39 |
22 | 55 | 52 | 45 to 41 |
23 | 56 | 53 | 46 to 42 |
24 | 58 | 55 | 48 to 43 |
Levels | High | Moderate |
---|---|---|
0 or lower | Untrained | Untrained |
1–4 | Trained (expert for Perception) | Trained |
5–8 | Expert | Trained |
9–18 | Master | Expert |
19 or higher | Legendary | Master |
Defenses
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.
Level | EAC | HAC | LAC | E Save | H Save | L Save | Hardness | HP* |
---|---|---|---|---|---|---|---|---|
–1 | 18 | 15 | 12 | +9 | +8 | +2 | 2–4 | 11–13 |
0 | 19 | 16 | 13 | +10 | +9 | +3 | 3–5 | 15–17 |
1 | 19 | 16 | 13 | +11 | +10 | +4 | 5–7 | 23–25 |
2 | 21 | 18 | 15 | +12 | +11 | +5 | 7–9 | 30–34 |
3 | 22 | 19 | 16 | +14 | +12 | +6 | 10–12 | 42–46 |
4 | 24 | 21 | 18 | +15 | +14 | +8 | 11–13 | 46–50 |
5 | 25 | 22 | 19 | +17 | +15 | +9 | 12–14 | 50–54 |
6 | 27 | 24 | 21 | +18 | +17 | +11 | 13–15 | 54–58 |
7 | 28 | 25 | 22 | +20 | +18 | +12 | 14–16 | 58–62 |
8 | 30 | 27 | 24 | +21 | +19 | +13 | 15–17 | 62–66 |
9 | 31 | 28 | 25 | +23 | +21 | +15 | 16–18 | 66–70 |
10 | 33 | 30 | 27 | +24 | +22 | +16 | 17–19 | 70–74 |
11 | 34 | 31 | 28 | +26 | +24 | +18 | 19–21 | 78–82 |
12 | 36 | 33 | 30 | +27 | +25 | +19 | 20–22 | 82–86 |
13 | 37 | 34 | 31 | +29 | +26 | +20 | 21–23 | 86–90 |
14 | 39 | 36 | 33 | +30 | +28 | +22 | 22–24 | 90–94 |
15 | 40 | 37 | 34 | +32 | +29 | +23 | 23–25 | 94–98 |
16 | 42 | 39 | 36 | +33 | +30 | +25 | 25–27 | 101–107 |
17 | 43 | 40 | 37 | +35 | +32 | +26 | 27–29 | 109–115 |
18 | 45 | 42 | 39 | +36 | +33 | +27 | 29–31 | 117–123 |
19 | 46 | 43 | 40 | +38 | +35 | +29 | 31–33 | 125–131 |
20 | 48 | 45 | 42 | +39 | +36 | +30 | 33–35 | 133–139 |
21 | 49 | 46 | 43 | +41 | +38 | +32 | 36–38 | 144–152 |
22 | 51 | 48 | 45 | +43 | +39 | +33 | 39–41 | 156–164 |
23 | 52 | 49 | 46 | +44 | +40 | +34 | 44–46 | 168–176 |
24 | 54 | 51 | 48 | +46 | +42 | +36 | 46–50 | 180–188 |
* The Broken Threshold is usually half the hazard's HP. |
Offense
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.
Level | S. Atk | C. Atk | Simple Dmg | Complex Dmg | EDC | HDC |
---|---|---|---|---|---|---|
–1 | +10 | +8 | 2d4+1 (6) | 1d4+1 (3) | 19 | 16 |
0 | +11 | +8 | 2d6+3 (10) | 1d6+2 (5) | 19 | 16 |
1 | +13 | +9 | 2d6+5 (12) | 1d6+3 (6) | 20 | 17 |
2 | +14 | +11 | 2d10+7 (18) | 1d10+4 (9) | 22 | 18 |
3 | +16 | +12 | 2d10+13 (24) | 1d10+6 (12) | 23 | 20 |
4 | +17 | +14 | 4d8+10 (28) | 2d8+5 (14) | 25 | 21 |
5 | +19 | +15 | 4d8+14 (32) | 2d8+7 (16) | 26 | 22 |
6 | +20 | +17 | 4d8+18 (36) | 2d8+9 (18) | 27 | 24 |
7 | +22 | +18 | 4d10+18 (40) | 2d10+9 (20) | 29 | 25 |
8 | +23 | +20 | 4d10+22 (44) | 2d10+11 (22) | 30 | 26 |
9 | +25 | +21 | 4d10+26 (48) | 2d10+13 (24) | 32 | 28 |
10 | +26 | +23 | 4d12+26 (52) | 2d12+13 (26) | 33 | 29 |
11 | +28 | +24 | 4d12+30 (56) | 2d12+15 (28) | 34 | 30 |
12 | +29 | +26 | 6d10+27 (60) | 3d10+14 (30) | 36 | 32 |
13 | +31 | +27 | 6d10+31 (64) | 3d10+16 (32) | 37 | 33 |
14 | +32 | +29 | 6d10+35 (68) | 3d10+18 (34) | 39 | 34 |
15 | +34 | +30 | 6d12+33 (72) | 3d12+17 (36) | 40 | 36 |
16 | +35 | +32 | 6d12+35 (74) | 3d12+18 (37) | 41 | 37 |
17 | +37 | +33 | 6d12+37 (76) | 3d12+19 (38) | 43 | 38 |
18 | +38 | +35 | 6d12+41 (80) | 3d12+20 (40) | 44 | 40 |
19 | +40 | +36 | 8d10+40 (84) | 4d10+20 (42) | 46 | 41 |
20 | +41 | +38 | 8d10+44 (88) | 4d10+22 (44) | 47 | 42 |
21 | +43 | +39 | 8d10+48 (92) | 4d10+24 (46) | 48 | 44 |
22 | +44 | +41 | 8d10+52 (96) | 4d10+26 (48) | 50 | 45 |
23 | +46 | +42 | 8d12+48 (100) | 4d12+24 (50) | 51 | 46 |
24 | +47 | +44 | 8d12+52 (104) | 4d12+26 (52) | 52 | 48 |
Designing Simple Hazards
Designing Complex Hazards
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
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
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
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
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
Extreme Increases
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
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
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.
Level | Extreme | High | Moderate | Low |
---|---|---|---|---|
–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
Senses
Level | Extreme | High | Moderate | Low | Terrible |
---|---|---|---|---|---|
–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
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
Level | Extreme | High | Moderate | Low |
---|---|---|---|---|
–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
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.
Creature Level | Safe Item Level |
---|---|
3 or lower | 0 |
4–5 | 1 |
6 | 2 (tactical weapon) |
7 | 3 |
8 | 4 (advanced weapon) |
9 | 5 (tactical armor) |
10 | 6 |
11 | 7 |
12 | 8 (advanced armor) |
13 | 9 |
14 | 10 (superior weapon) |
15 | 11 (superior armor) |
16 | 12 (elite weapon) |
17 | 13 |
18 | 14 (elite armor) |
19 | 15 |
20 | 16 (ultimate weapon) |
21 | 17 |
22 | 18 (ultimate armor) |
23 | 19 (paragon weapon) |
24 | 20 (paragon armor) |
Defenses
Armor Class
Level | Extreme | High | Moderate | Low |
---|---|---|---|---|
–1 | 18 | 15 | 14 | 12 |
0 | 19 | 16 | 15 | 13 |
1 | 19 | 16 | 15 | 13 |
2 | 21 | 18 | 17 | 15 |
3 | 22 | 19 | 18 | 16 |
4 | 24 | 21 | 20 | 18 |
5 | 25 | 22 | 21 | 19 |
6 | 27 | 24 | 23 | 21 |
7 | 28 | 25 | 24 | 22 |
8 | 30 | 27 | 26 | 24 |
9 | 31 | 28 | 27 | 25 |
10 | 33 | 30 | 29 | 27 |
11 | 34 | 31 | 30 | 28 |
12 | 36 | 33 | 32 | 30 |
13 | 37 | 34 | 33 | 31 |
14 | 39 | 36 | 35 | 33 |
15 | 40 | 37 | 36 | 34 |
16 | 42 | 39 | 38 | 36 |
17 | 43 | 40 | 39 | 37 |
18 | 45 | 42 | 41 | 39 |
19 | 46 | 43 | 42 | 40 |
20 | 48 | 45 | 44 | 42 |
21 | 49 | 46 | 45 | 43 |
22 | 51 | 48 | 47 | 45 |
23 | 52 | 49 | 48 | 46 |
24 | 54 | 51 | 50 | 48 |
Saving Throws
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.
Level | Extreme | High | Moderate | Low | Terrible |
---|---|---|---|---|---|
–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
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
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.
Level | High | Moderate | Low |
---|---|---|---|
–1 | 9 | 8–7 | 6–5 |
0 | 20–17 | 16–14 | 13–11 |
1 | 26–24 | 21–19 | 16–14 |
2 | 40–36 | 32–28 | 25–21 |
3 | 59–53 | 48–42 | 37–31 |
4 | 78–72 | 63–57 | 48–42 |
5 | 97–91 | 78–72 | 59–53 |
6 | 123–115 | 99–91 | 75–67 |
7 | 148–140 | 119–111 | 90–82 |
8 | 173–165 | 139–131 | 105–97 |
9 | 198–190 | 159–151 | 120–112 |
10 | 223–215 | 179–171 | 135–127 |
11 | 248–240 | 199–191 | 150–142 |
12 | 273–265 | 219–211 | 165–157 |
13 | 298–290 | 239–231 | 180–172 |
14 | 323–315 | 259–251 | 195–187 |
15 | 348–340 | 279–271 | 210–202 |
16 | 373–365 | 299–291 | 225–217 |
17 | 398–390 | 319–311 | 240–232 |
18 | 423–415 | 339–331 | 255–247 |
19 | 448–440 | 359–351 | 270–262 |
20 | 473–465 | 379–371 | 285–277 |
21 | 505–495 | 405–395 | 305–295 |
22 | 544–532 | 436–424 | 329–317 |
23 | 581–569 | 466–454 | 351–339 |
24 | 633–617 | 508–492 | 383–367 |
Immunities, Weaknesses and Resistances
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.
Level | Maximum | Minimum |
---|---|---|
–1 | 1 | 1 |
0 | 3 | 1 |
1 | 3 | 2 |
2 | 5 | 2 |
3 | 6 | 3 |
4 | 7 | 4 |
5 | 8 | 4 |
6 | 9 | 5 |
7 | 10 | 5 |
8 | 11 | 6 |
9 | 12 | 6 |
10 | 13 | 7 |
11 | 14 | 7 |
12 | 15 | 8 |
13 | 16 | 8 |
14 | 17 | 9 |
15 | 18 | 9 |
16 | 19 | 9 |
17 | 19 | 10 |
18 | 20 | 10 |
19 | 21 | 11 |
20 | 22 | 11 |
21 | 23 | 12 |
22 | 24 | 12 |
23 | 25 | 13 |
24 | 26 | 13 |
Speed
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
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
Level | Extreme | High | Moderate | Low |
---|---|---|---|---|
–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
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.
Level | Extreme | High | Moderate | Low |
---|---|---|---|---|
–1 | 1d6+1 (4) | 1d4+1 (3) | 1d4 (3) | 1d4 (2) |
0 | 1d6+3 (6) | 1d6+2 (5) | 1d4+2 (4) | 1d4+1 (3) |
1 | 1d8+4 (8) | 1d6+3 (6) | 1d6+2 (5) | 1d4+2 (4) |
2 | 1d12+4 (11) | 1d10+4 (9) | 1d8+4 (8) | 1d6+3 (6) |
3 | 1d12+8 (15) | 1d10+6 (12) | 1d8+6 (10) | 1d6+5 (8) |
4 | 2d10+7 (18) | 2d8+5 (14) | 2d6+5 (12) | 2d4+4 (9) |
5 | 2d12+7 (20) | 2d8+7 (16) | 2d6+6 (13) | 2d4+6 (11) |
6 | 2d12+10 (23) | 2d8+9 (18) | 2d6+8 (15) | 2d4+7 (12) |
7 | 2d12+12 (25) | 2d10+9 (20) | 2d8+8 (17) | 2d6+6 (13) |
8 | 2d12+15 (28) | 2d10+11 (22) | 2d8+9 (18) | 2d6+8 (15) |
9 | 2d12+17 (30) | 2d10+13 (24) | 2d8+11 (20) | 2d6+9 (16) |
10 | 2d12+20 (33) | 2d12+13 (26) | 2d10+11 (22) | 2d6+10 (17) |
11 | 2d12+22 (35) | 2d12+15 (28) | 2d10+12 (23) | 2d8+10 (19) |
12 | 3d12+19 (38) | 3d10+14 (30) | 3d8+12 (25) | 3d6+10 (20) |
13 | 3d12+21 (40) | 3d10+16 (32) | 3d8+14 (27) | 3d6+11 (21) |
14 | 3d12+24 (43) | 3d10+18 (34) | 3d8+15 (28) | 3d6+13 (23) |
15 | 3d12+26 (45) | 3d12+17 (36) | 3d10+14 (30) | 3d6+14 (24) |
16 | 3d12+29 (48) | 3d12+18 (37) | 3d10+15 (31) | 3d6+15 (25) |
17 | 3d12+31 (50) | 3d12+19 (38) | 3d10+16 (32) | 3d6+16 (26) |
18 | 3d12+34 (53) | 3d12+20 (40) | 3d10+17 (33) | 3d6+17 (27) |
19 | 4d12+29 (55) | 4d10+20 (42) | 4d8+17 (35) | 4d6+14 (28) |
20 | 4d12+32 (58) | 4d10+22 (44) | 4d8+19 (37) | 4d6+15 (29) |
21 | 4d12+34 (60) | 4d10+24 (46) | 4d8+20 (38) | 4d6+17 (31) |
22 | 4d12+37 (63) | 4d10+26 (48) | 4d8+22 (40) | 4d6+18 (32) |
23 | 4d12+39 (65) | 4d12+24 (50) | 4d10+20 (42) | 4d6+19 (33) |
24 | 4d12+42 (68) | 4d12+26 (52) | 4d10+22 (44) | 4d6+21 (35) |
Spells
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
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!
Level | Extreme DC | Extreme Spell Attack Modifier | High DC | High Spell Attack Modifier | Moderate DC | Moderate Spell Attack Modifier |
---|---|---|---|---|---|---|
–1 | 19 | +11 | 16 | +8 | 13 | +5 |
0 | 19 | +11 | 16 | +8 | 13 | +5 |
1 | 20 | +12 | 17 | +9 | 14 | +6 |
2 | 22 | +14 | 18 | +10 | 15 | +7 |
3 | 23 | +15 | 20 | +12 | 17 | +9 |
4 | 25 | +17 | 21 | +13 | 18 | +10 |
5 | 26 | +18 | 22 | +14 | 19 | +11 |
6 | 27 | +19 | 24 | +16 | 21 | +13 |
7 | 29 | +21 | 25 | +17 | 22 | +14 |
8 | 30 | +22 | 26 | +18 | 23 | +15 |
9 | 32 | +24 | 28 | +20 | 25 | +17 |
10 | 33 | +25 | 29 | +21 | 26 | +18 |
11 | 34 | +26 | 30 | +22 | 27 | +19 |
12 | 36 | +28 | 32 | +24 | 29 | +21 |
13 | 37 | +29 | 33 | +25 | 30 | +22 |
14 | 39 | +31 | 34 | +26 | 31 | +23 |
15 | 40 | +32 | 36 | +28 | 33 | +25 |
16 | 41 | +33 | 37 | +29 | 34 | +26 |
17 | 43 | +35 | 38 | +30 | 35 | +27 |
18 | 44 | +36 | 40 | +32 | 37 | +29 |
19 | 46 | +38 | 41 | +33 | 38 | +30 |
20 | 47 | +39 | 42 | +34 | 39 | +31 |
21 | 48 | +40 | 44 | +36 | 41 | +33 |
22 | 50 | +42 | 45 | +37 | 42 | +34 |
23 | 51 | +43 | 46 | +38 | 43 | +35 |
24 | 52 | +44 | 48 | +40 | 45 | +37 |
Prepared and Spontaneous Spells
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
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
Design Abilities
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
- Respect the action economy.
- Make sure abilities are level appropriate.
- Avoid “invisible abilities.”
Action Economy
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
Invisible Abilities
Active Abilities
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
Damage-Dealing Abilities
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.
Level | Unlimited Use | Limited Use |
---|---|---|
–1 | 1d4 (2) | 1d6 (4) |
0 | 1d6 (4) | 1d10 (6) |
1 | 2d4 (5) | 2d6 (7) |
2 | 2d6 (7) | 3d6 (11) |
3 | 2d8 (9) | 4d6 (14) |
4 | 3d6 (11) | 5d6 (18) |
5 | 2d10 (12) | 6d6 (21) |
6 | 4d6 (14) | 7d6 (25) |
7 | 4d6 (15) | 8d6 (28) |
8 | 5d6 (17) | 9d6 (32) |
9 | 5d6 (18) | 10d6 (35) |
10 | 6d6 (20) | 11d6 (39) |
11 | 6d6 (21) | 12d6 (42) |
12 | 5d8 (23) | 13d6 (46) |
13 | 7d6 (24) | 14d6 (49) |
14 | 4d12 (26) | 15d6 (53) |
15 | 6d8 (27) | 16d6 (56) |
16 | 8d6 (28) | 17d6 (60) |
17 | 8d6 (29) | 18d6 (63) |
18 | 9d6 (30) | 19d6 (67) |
19 | 7d8 (32) | 20d6 (70) |
20 | 6d10 (33) | 21d6 (74) |
21 | 10d6 (35) | 22d6 (77) |
22 | 8d8 (36) | 23d6 (81) |
23 | 11d6 (38) | 24d6 (84) |
24 | 11d6 (39) | 25d6 (88) |
Defensive Abilities
Reactive Abilities
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
Constant and Automatic Abilities
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
Skill Abilities
Review
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
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
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
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
PC-Style Build
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
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
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
Comparison
Item Effects
Special Abilities
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
Activation Actions
Scaling out of Usefulness
Bonuses
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.
Statistic | +1 | +2 | +3 |
---|---|---|---|
Attack bonus | 2 | 10 | 16 |
AC | 5 | 11 | 18 |
Save (resilient trait) | 8 | 14 | 20 |
Skill/Perception | 3 | 9 | 17* |
* This is also the minimum level for apex items. |
Designing by Type
Ammunition
Armor and Weapons
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
Augmentations
Held Items
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
Spell Ampoules
Spell Chips
Spell Gems
Shields
Upgrades
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
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
DCs
Item Level | DC |
---|---|
1 | 15 |
2 | 16 |
3 | 17 |
4 | 18 |
5 | 19 |
6 | 20 |
7 | 23 |
8 | 24 |
9 | 25 |
10 | 27 |
11 | 28 |
12 | 29 |
13 | 30 |
14 | 31 |
15 | 34 |
16 | 35 |
17 | 37 |
18 | 38 |
19 | 41 |
20 | 43 |
Item Prices
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
Level | Price |
---|---|
1 | 30–40 credits |
2 | 41–70 credits |
3 | 71–120 credits |
4 | 121–200 credits |
5 | 201–300 credits |
6 | 301–500 credits |
7 | 501–700 credits |
8 | 701–1,000 credits |
9 | 1,001–1,500 credits |
10 | 1,501–2,000 credits |
11 | 2,001–3,000 credits |
12 | 3,001–4,000 credits |
13 | 4,001–6,000 credits |
14 | 6,001–9,000 credits |
15 | 9,001–13,000 credits |
16 | 13,001–20,000 credits |
17 | 20,001–30,000 credits |
18 | 30,001–50,000 credits |
19 | 50,001–80,000 credits |
20 | 80,001–140,000 credits |
Level | Price | Core Item |
---|---|---|
1 | 100–200 credits | |
2 | 250–350 credits | tactical weapon |
3 | 450–600 credits | +1 skill item |
4 | 750–1,000 credits | advanced weapon |
5 | 1,250–1,600 credits | tactical armor |
6 | 2,000–2,500 credits | |
7 | 3,000–3,600 credits | |
8 | 4,150–5,000 credits | advanced armor |
9 | 5,750–7,000 credits | +2 skill item |
10 | 8,200–10,000 credits | superior weapon |
11 | 11,600–14,000 credits | superior armor |
12 | 16,400–20,000 credits | elite weapon |
13 | 24,000–30,000 credits | |
14 | 36,000–45,000 credits | elite armor |
15 | 53,000–65,000 credits | |
16 | 79,000–100,000 credits | ultimate weapon |
17 | 120,000–150,000 credits | +3 skill item, apex item |
18 | 186,000–240,000 credits | ultimate armor |
19 | 304,000–400,000 credits | paragon weapon |
20 | 520,000–700,000 credits | paragon armor |
Building Worlds
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
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
Bottom Up
Cosmology
The Universe
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
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
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
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
Shape
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
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
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
Common Environments
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
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
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
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
Technology
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
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
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
Religion
Theology
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
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
Divine Rank
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
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
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
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
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
Beyond those basic details, the following considerations can help flesh out the settlements in your setting.
Location, Size, and Population
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
History
Economy and Political Stances
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.