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Published by Draconis Ferox, 2021-12-20 10:20:40

Starfinder Core Rulebook

Core Rulebook

Keywords: Starfinder,star,finder,core,rulebook,core rulebook,starfinder rulebook,starfinder core,core starfinder

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PATHFINDER 13
LEGACY

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LEGACY CONVERSION

The universe of Starfinder takes place in a time far removed from that of
Golarion and the Pathfinder RPG setting, but that doesn’t mean you have to
leave all of those Pathfinder RPG books behind. In many cases, Pathfinder
RPG rules content can be used in a Starfinder Roleplaying Game campaign
with a few tweaks, but some abilities and class features require more
effort. The following pages present details on how to convert Pathfinder
RPG monsters to Starfinder rules, guidelines on how legacy classes can fit
in Starfinder, and the specifics of playing Golarion’s core races in Starfinder.

Keep in mind that these conversions sometimes require a Deflection Enhancement
fair amount of work and won’t always result in perfect Dodge Insight

pieces of rules text. As such, most of this chapter is directed Profane Divine

at Game Masters, who should be very careful about which Resistance Enhancement

conversions they allow in their games. The full conversion of Sacred Divine

all of the Pathfinder RPG core races (starting on page 506), Shield Enhancement

however, can be used as written, as long as the GM still has Skill Names
those races in her setting.

GENERAL CONVERSION Pathfinder RPG skills that have the same names as Starfinder
skills don’t need to be converted (though you should use

Some types of rules appear in both monster stat blocks and player the Starfinder rules for those skills, of course). To convert a

character classes, and they can be converted in the same way. skill that isn’t found in Starfinder, replace mentions of that

Actions Pathfinder RPG skill with the Starfinder skill indicated in the
right column of the table below. If the entry has a dash, you

16651317 Starfinder has a different set of actions than the Pathfinder can simply assume that the PCs succeed at all skill checks of

RPG. If rules for a type of action are already provided in that type.

Starfinder, use the new rules. Other abilities require the

following adjustments. PATHFINDER RPG SKILL STARFINDER SKILL

D Free Actions: Most abilities that require a free action in the Appraise —

Pathfinder RPG instead require a swift action in Starfinder. Climb Athletics

For any Pathfinder action that needs to be used an unlimited Craft Engineering, Mysticism, or Profession

number of times in Starfinder, treat it as a free action. of appropriate type

D Full-Round Action: Full-round actions change to full actions. Disable Device Engineering

D Immediate Action: Pathfinder RPG immediate actions used by a Escape Artist Acrobatics

character when it isn’t that character’s turn use that character’s Fly Acrobatics

reaction in Starfinder, and those used on that character’s turn Handle Animal Survival

use his swift action. If a character uses an ability as a swift Heal Medicine

action, he can’t use his reaction to use that same ability again Knowledge (arcana) Mysticism

until the start of his next turn, and vice versa. Knowledge (dungeoneering) Physical Science

Bonus Types Knowledge (engineering) Engineering
Knowledge (geography) Physical Science

It is important to note that Starfinder doesn’t use certain Knowledge (history) Culture

types of bonuses. If an ability or effect grants one of the Knowledge (local) Culture

bonuses listed below, you will need to convert that bonus Knowledge (nature) Life Science

type. (Remember that bonuses of the same type still don’t Knowledge (nobility) Culture

stack.) In most cases, these changes are fairly straightforward Knowledge (planes) Mysticism

and won’t cause problems, but you should endeavor to keep Knowledge (religion) Mysticism

bonuses that increase AC rare. See pages 266–267 for more Linguistics Culture

about bonus types. Perform Profession of appropriate type

Ride Survival

PATHFINDER RPG BONUS STARFINDER BONUS Spellcraft Mysticism

Alchemical Enhancement Swim Athletics

Competence Insight Use Magic Device —

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CORE RULEBOOK 13

Touch Attacks class feature) that uses them. If you do so, a monster should
have a number of Resolve Points equal to 3 + one-fifth of its CR
Because touch AC isn’t used in Starfinder, any touch attacks (rounded down).

should target EAC instead.

MONSTER CONVERSION Attacks OVERVIEW

For the most part, Pathfinder RPG monsters can be used in a You might decide to give a converted monster a plasma

Starfinder game with few changes. Detailed rules for creating sword, a laser pistol, or another Starfinder weapon (see Gear CHARACTER
Starfinder monsters and NPCs from scratch will be presented in and Treasure starting on page 502). If you do so, you need CREATION

the Starfinder Alien Archive using a system of benchmarks similar to do two other things. First, ignore any iterative attacks the

to those found in Pathfinder RPG Pathfinder Unchained, which monster might have from a high base attack bonus. Instead, RACES

allows even relatively new Game Masters to create interesting it can attack once with the new weapon at its highest attack

and balanced creatures by making a few key decisions. bonus or attack twice by taking a full attack action (with a –4 CLASSES
GMs who want to use Pathfinder RPG monsters should take penalty to its highest attack bonus for each attack). Second,

into account that while a legacy monster converted using these add the monster’s CR to the damage dealt by the weapon (in

guidelines should be usable in a Starfinder game, it won’t be addition to the monster’s Strength bonus for melee attacks, of SKILLS
as polished as a monster created specifically for Starfinder. course) to represent weapon specialization.

The guidelines below are presented in the order of a creature’s Alternatively, you can use a Pathfinder RPG monster’s full FEATS
Pathfinder stat block. attack as it is listed without doing any conversion, resulting in a

Type and Subtype larger number of attacks that each deal less damage. This works EQUIPMENT
like the multiattack ability that some monsters have in Starfinder,
Most converted Pathfinder RPG monsters can retain their listed regardless of whether the attacks are made with manufactured

types and subtypes. However, if you are converting a construct, or natural weapons. The monster can still make a Starfinder full TACTICAL
remember that in Starfinder all constructs have either the magical attack (two attacks at its highest attack bonus with a –4 penalty RULES
or technological subtype. Choose the one most appropriate to the to each). A converted monster that makes a Starfinder full attack

construct you’re converting. For example, golems are magical cannot make a guarded step on the same turn. STARSHIPS
constructs and robots are technological constructs. Constructs For example, a harpy (Pathfinder RPG Bestiary 172) has an

are not immune to spells, afflictions, and other effects that attack entry that reads, “Melee morningstar +8/+3 (1d8+1),

specifically note that they target or affect constructs. 2 talons +3 (1d6).” The harpy could attack as normal to make MAGIC AND

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talon attacks (at +3 each). In this case, her successful attacks
Senses
GAME
Senses such as lifesense and scent are presented slightly would deal the amount of damage listed in her Pathfinder stat MASTERING
differently in Starfinder, though they operate essentially in the block. Alternatively, the harpy could make one morningstar

same way. The various types of senses given to Pathfinder RPG attack (at +8), or two morningstar attacks at +4 each. In this SETTING
monsters can be used in Starfinder exactly as they are written, case, each successful attack would deal 1d8+5 damage.

but see page 260 for more about senses. Single Attacks: Monsters in Starfinder are often more PATHFINDER
accurate than Pathfinder RPG monsters because of how full LEGACY
Armor Class attacks work in Starfinder; for legacy monsters, the increased

Starfinder doesn’t use the concepts of flat-footed AC and touch accuracy with its first attack in a full attack often makes up for

AC, and instead breaks a character’s AC into two categories: this. If you have a converted monster that is rarely able to make

Energy Armor Class (or EAC) and Kinetic Armor Class (or KAC). a full attack, you can give it a bonus to its attack rolls when

Weapons that deal energy damage (such as a laser pistol) making a single attack, usually +3 or +4.

target EAC, while weapons that deal physical damage (such as Critical Hits: A converted monster deals automatic critical

a longsword) target KAC. When converting a Pathfinder RPG damage when it rolls a natural 20 on its attack, with no

monster to Starfinder, treat its normal AC as its KAC (if the confirmation roll. However, if a monster’s weapon or attack has

monster functions in a combat role as defined on page 323 of an expanded critical range, it must roll to confirm the critical on

the Pathfinder RPG Bestiary, add 1 to its KAC) and subtract 1 any result that is in that range but isn’t a 20. For example, if a

from its normal AC to obtain its EAC. You can ignore the flat- marilith rolled a 20 on her longsword attack (2d6+8/17–20), she

footed AC, because in Starfinder, flat-footed is simply a condition would automatically score a critical hit and deal double damage.

that applies a –2 penalty to both EAC and KAC regardless of the If she rolled a 17, 18, or 19, she must hit with a confirmation roll

affected monster’s Dexterity bonus. to deal critical damage. Critical multipliers (such as a weapon

Hit Points, Stamina Points, and Resolve Points that deals ×3 damage on a critical hit) still multiply damage by
the indicated amount.

Increase a converted monster’s Hit Points by 25%. Any monster Spells and Spell-Like Abilities
abilities that require you to know a target’s Hit Dice operate

using the target’s level or CR instead. Unlike a player character, If a Pathfinder RPG monster can cast a spell or use a spell-like

however, a monster doesn’t have Stamina Points, and it will only ability with the same name as a Starfinder spell, use the rules

need to have Resolve Points if you give it a new ability (or a for the Starfinder spell. Otherwise, use the Pathfinder RPG

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spell as written. However, if you want your converted monster Combat Maneuver Bonus and Defense
to have more of a Starfinder flavor, you can take the time to
replace those spells with similar Starfinder spells. For instance, Starfinder doesn’t employ combat maneuver bonuses or
you might use explosive blast instead of fireball. Be aware that Combat Maneuver Defense, so you can simply ignore them
this takes more time and effort. when converting a Pathfinder RPG monster and use the
Starfinder rules for bull rush, disarm, and other combat
Ability Scores maneuvers. If a monster has a combat maneuver feat (such
as Improved Disarm) or a special ability related to a combat
Starfinder monsters don’t have ability scores like player maneuver (such as grab), use the Starfinder version of that
characters do; their ability scores are described in terms of the feat or apply any bonus it provides directly to the appropriate
ability score modifiers that should be familiar. When converting type of attack. Immunities to combat maneuvers (such as
a monster, you aren’t required to express its ability scores as the “can’t be tripped”) still apply, and bonuses against specific
associated modifiers unless a Starfinder rule directly references combat maneuvers simply apply to AC instead of CMD.
ability score modifiers.
Feats

If a Pathfinder RPG monster has a feat that has the same name
as a feat or monster special ability found in Starfinder, use the

Starfinder rules where possible. Otherwise, use the rules
for the Pathfinder RPG feat, adjusting them
as needed. For example, a feat that lets

the monster do something as a response to an
enemy’s action should cost a reaction.

Skills

When converting Pathfinder RPG skills as noted on page 500,
if a monster has multiple skills that become the same skill, use
the highest bonus of those skills. If a monster has an especially
high bonus (such as a very high Climb bonus due to having a
climb speed), you might want to use a conditional modifier. For
16651319 example, a Pathfinder creature with Climb +14, Swim +6, and
a +8 racial bonus to Climb would have Athletics +6 (+14 when
climbing). Specific considerations for specific skills are as follows.
D Acrobatics: Move any circumstantial modifiers when jumping

to the Athletics skill, and possibly adjust the creature’s
Athletics if it’s supposed to be good at jumping but
didn’t have the Climb or Swim skills.
D Linguistics: The monster retains the same
number of languages, even though the skill
is removed.
D Use Magic Device: Allow the monster
to use any magic items it has without
attempting checks.

Languages

Many of the languages found in the
Pathfinder RPG can be found in Starfinder,
with the exception of most Golarion-specific
regional dialects. However, with a multitude of
alien cultures, Starfinder presents a large number
of new languages. When converting a monster, you
probably won’t need to worry too much about the
languages it can speak, but if it would make sense
for it to know an appropriate alien language, feel free to

change or increase its vocabulary!

Gear and Treasure

Most of the humanoid monsters in

the Pathfinder RPG wield weapons

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and wear armor that are appropriate to that game’s fantasy QUICK CONVERSION
setting, and much of it is magic. While this might fit in certain

Starfinder adventures (such as traveling to a planet where If you are running a Starfinder game and need a monster right

technology hasn’t advanced very far or a planet that simply away, you can use one of an appropriate CR from any Pathfinder OVERVIEW
benefits from a high concentration of magic), you might want RPG Bestiary volume, and use it within moments. Simply convert

to consider giving a converted monster some cool futuristic its AC (see page 501), and you are good to go. You might need to

gadgets and weapons. Just remember to stick with items of a alter some of its skills or other abilities as you play, but for most CHARACTER
level that is close to the monster’s CR! quick encounters, chances are your players will defeat the monster CREATION

The type of treasure the PCs receive after defeating a and move on without really noticing the difference!

converted monster should be commensurate with the guidelines RACES

presented on page 391. However, any treasure that grants a

bonus to attack rolls or AC (such as the magic items used by CLASSES
a monster) should not be part of that treasure. You will need

to convert such items into similar magic items from Chapter 7 FANTASY CHARACTERS OUT OF TIME SKILLS
before the PCs get ahold of them.

Special Abilities Whether due to a rip in the space-time continuum or the whim of a FEATS
deity, you might allow one or more of your players to use their already
Most of a converted Pathfinder RPG monster’s special abilities established Pathfinder RPG characters in a Starfinder campaign. This

can be used as written, though some require a bit of adjusting. will require no small amount of work, but you can essentially use the

D Abilities that Emulate Spells: An ability functioning as a same guidelines for converting a monster. Remember, however, that EQUIPMENT
Pathfinder RPG spell can use the rules for that spell, unless most Pathfinder RPG characters will be unfamiliar with the advanced

there is a Starfinder spell with the same name. technology readily available in a Starfinder campaign, especially the

D Afflictions: Curses, diseases, and poisons function ranged weapons. Such characters will eventually want to take at TACTICAL
differently in Starfinder than in the Pathfinder RPG. Use the least one of the proficiency feats and the Weapon Specialization feat RULES

Starfinder version if it is presented in the sample afflictions found in Chapter 6. At your discretion, you can grant a converted

starting on page 417 (keeping whatever save DC is listed character the Small Arm Proficiency feat as a bonus feat after an STARSHIPS

in the converted monster). Otherwise, you can simulate extended period of training (best handled in a montage, of course).

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the Dexterity poison track, but add any special effects the Intrigue, and Pathfinder RPG Ultimate Magic; classes that list GAME
converted affliction deals. several ability scores work much like the soldier, in that the MASTERING
player can choose the score that is the most important to him
CHARACTER CONVERSION SETTING

While the core Starfinder classes can simulate a great variety

of different science fantasy character concepts, players are for both mechanical effects and for thematic concerns.

always thinking of ideas that can be a little more difficult to PATHFINDER
model. As the GM, you may decide you are interested in allowing LEGACY
Pathfinder RPG classes in your Starfinder campaign. This will
require work on your part and the cooperation and patience of PATHFINDER RPG CLASS KEY ABILITY SCORE
the players allowed to play such classes. The following guidelines Alchemist Intelligence
will help you manage some of the more common factors, but be Barbarian Constitution
forewarned that complicated class features will require a more Bard Charisma
in-depth conversion than what can be presented here. Cavalier Strength or Dexterity
Cleric Wisdom
Keep in mind that legacy class conversions can only be used Druid Wisdom
in your Starfinder game if you, the GM, allow them! Fighter Strength or Dexterity
Gunslinger Dexterity

Key Ability Score Inquisitor Wisdom
Magus Intelligence

Each class in Starfinder denotes one of the six ability scores Monk Wisdom

as that class’s key ability score, and certain calculations (such Oracle Charisma

as DCs for abilities) are based on that score’s modifier. If you Paladin Charisma

are using a Pathfinder RPG class, you will need to assign a key Ranger Dexterity or Wisdom

ability score for that class. In some cases, this will be obvious: Rogue Dexterity

a spellcasting class’s key ability score is often the same ability Sorcerer Charisma

score that grants that class bonus spells. The following chart Summoner Charisma

suggests the key ability score for the classes found in Pathfinder Vigilante Charisma
RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide, Witch Intelligence
Pathfinder RPG Ultimate Combat, Pathfinder RPG Ultimate Wizard Intelligence

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Health, Stamina, and Resolve if that class has a base attack bonus equal to its class level and
class features that increase accuracy or damage with weapons,
Starfinder characters don’t rely solely on Hit Points to stay it should also gain proficiency with heavy weapons. For classes
alive: they also have pools of Stamina Points that they can with very tight restrictions on the types of weapons with which
quickly replenish using Resolve Points. These concepts are they are proficient (such as druids and wizards), you will have
vital in Starfinder, so a converted Pathfinder RPG class needs to curate a similar list, allowing such characters proficiency
both Stamina and Resolve Points. Additionally, Hit Points in with only certain types of small arms. If a class already offers
Starfinder are calculated differently. Find the converted class’s proficiency with firearms (such as the gunslinger), you might
Hit Die on the chart below to determine how many Hit Points want to consider giving that class proficiency with sniper rifles
and Stamina Points that class receives at each level. (or another special type of ranged weapon).

Like all Starfinder characters, a character with levels in a Remember that at 3rd level, all classes grant the Weapon
converted Pathfinder RPG class receives a number of Resolve Specialization feat for every weapon type with which that class
Points equal to half her level plus her key ability score modifier. is proficient.

PATHFINDER HIT POINTS STAMINA POINTS Base Attack Bonus and Iterative Attacks
RPG HIT DIE 5 5 + Con modifier
6 6 + Con modifier The progression of base attack bonuses for classes is unchanged
d6 7 7 + Con modifier from the Pathfinder RPG to Starfinder, but you should remember
d8 8 8 + Con modifier that iterative attacks (extra attacks a character receives for
d10 having a high base attack bonus) aren’t used in Starfinder. For
d12 classes that receive the first iterative attack at 6th level (such

Class Skills and Skill Ranks Per Level as barbarians and fighters), you might consider granting new
class features that either reduce the penalty when taking the

A Pathfinder RPG character’s list of class skills will necessarily full attack action or allow extra attacks when taking the full

be shorter when converted to Starfinder. Use the guidelines attack action (similar to the solarian’s flashing strikes class

for skill conversions (see page 500) to determine a converted feature or the soldier’s onslaught class feature, respectively).

class’s appropriate class skills. Spells
Find the converted class’s number of skill ranks per level on

the chart below to determine the new number of skill ranks that Converting a Pathfinder RPG spellcasting class to Starfinder

16651321 class should receive at each level. Of course, you can decide to will require the most amount of work. You will need to decide

give the converted class fewer skill ranks if you wish, but you which Starfinder spells are available to that class. In addition,

shouldn’t give that class more. the highest-level spell that can be cast by a mystic or a

technomancer is 6th level, but a great deal of Pathfinder RPG

PATHFINDER RPG SKILL STARFINDER SKILL RANKS spellcasting classes can cast 7th-, 8th-, and 9th-level spells! It will
RANKS PER LEVEL PER LEVEL be up to you to provide spells of those levels, either by creating
2 + Int modifier 4 + Int modifier your own or converting Pathfinder RPG spells. For an idea of
how to convert a spell, look at how acid arrow became caustic
4 + Int modifier 4 + Int modifier

6 + Int modifier 6 + Int modifier conversion. Remember that spells in Starfinder don’t require

8 + Int modifier 8 + Int modifier components of any kind, though some very powerful ones do

Armor Proficiency require an expenditure of credits or another costly component.

There are only two types of armor in Starfinder—light and heavy Class Features

armor—compared to the three types of armor found in the The most important thing to remember about converting class

Pathfinder RPG. When bringing a legacy class into Starfinder, features is that those granting a bonus to attack rolls or AC should

this conversion is fairly simple. If a class grants proficiency with be replaced. Look to abilities of a similar level from the envoy,

light armor, then it functions the same way in Starfinder. The operative, and soldier classes for options to replace those abilities.

same holds true for heavy armor proficiency, and proficiency Certain class features of Pathfinder RPG classes are only

with medium armor can be ignored. effective when the character isn’t carrying a medium or heavy

Shields don’t see much use in Starfinder, so proficiency with load. These concepts aren’t found in Starfinder, though how

them can also be ignored when converting a Pathfinder RPG class. much a character can carry is still relevant. When converting

Weapon Proficiency and Specialization a class, these features should be lost if the character has the
encumbered or overburdened condition (in addition to any

Ranged weapons are an important part of Starfinder, and most other factors listed in the class feature).

converted classes should have some familiarity with them. A Some Pathfinder RPG classes grant specific bonus feats as

Pathfinder RPG class proficient with simple weapons should be part of their class features. If possible, a converted class should

proficient with basic melee weapons and small arms in Starfinder. grant a Starfinder feat with the same name. If no such feat

A class proficient with martial weapons should be proficient with exists, choose a Starfinder feat that is as similar to the granted

basic and advanced melee weapons and longarms in Starfinder; bonus feat as you can find. Failing that, you should convert the

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CORE RULEBOOK 13

feat as best as you can; see the Diehard feat for an example of Any competence bonuses or dodge bonuses granted by a

how to convert a Pathfinder RPG feat to Starfinder. bardic performance should be insight bonuses. In addition, once

Guidelines on how to convert specific class features that a bard stops maintaining a bardic performance with the word

might present the most trouble are presented below. “inspire” in its name, an ally that gained the benefits from that OVERVIEW
inspiring bardic performance can’t do so again until she takes a
Animal Companions, Eidolons, and Mounts 10-minute rest to recover Stamina Points.

While it is possible to simply use animal companions, eidolons, While all of the bard’s allies should receive the morale CHARACTER
or mounts from Pathfinder as written, they might not function as bonus to saving throws against charm and fear effects from CREATION

effectively in battle at higher levels as their Starfinder analogue: inspire courage, the bonus to attack and damage rolls should

the mechanic’s drone. apply only to one ally (or the bard himself) at 1st level. At 5th RACES

As such, you might want to allow a character playing a level, and every 6 levels thereafter, the bard can inspire an

druid, a ranger, a summoner, or any other class or archetype additional ally. The bonus to attack rolls doesn’t increase as CLASSES
that receives an animal companion or eidolon to construct the bard gains levels, but at 5th level, the bonus to damage

such a class feature using the drone rules found starting on rolls should change to equal half of the inspired ally’s bonus

page 74, altering one of the base chassis as needed to make from weapon specialization. SKILLS

sense (most likely replacing all of its weapon mounts with An ally affected by the inspire greatness bardic performance

melee weapon arms). For example, if a druid player wants to should regain a number of Stamina Points equal to twice the FEATS
use the stealth drone chassis to emulate a small dinosaur, you bard’s class level + the bard’s Charisma modifier, instead of

should remove its climb speed (by not giving it the climbing gaining bonus Hit Dice.

claws mod) and increase its land speed to 60 feet. For a Large Familiars EQUIPMENT
animal companion or eidolon, you can use the combat drone

chassis and simply state that it is Large or build your own While it might seem possible to create a familiar that a character

starting Large chassis. (such as a wizard) receives from a Pathfinder RPG class using TACTICAL
A class that grants a mount as a class feature can work in the same guidelines as an animal companion above, the realities RULES

a similar fashion, but the drone must have some way for the are a bit more complicated, as familiars don’t usually have same STARSHIPS
character to ride it, and it should probably be Large (for Medium combat capabilities as a drone. However, modifying the Tiny

characters, of course). To simulate this, you can take the combat hover drone chassis is a good place to begin.

drone chassis, make it Large, and replace one weapon mount First, alter the drone’s speed as appropriate for the converted MAGIC AND

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Either way, treat the character’s class level in the appropriate instead of a fly speed. Next, increase the drone’s AC by the amount GAME
class as an effective mechanic level to determine when the “drone” listed under natural armor adjustment in the table on page 83 of MASTERING
receives and qualifies for new upgrades. For classes that grant the Pathfinder RPG Core Rulebook, depending on the level of the

companions at later levels (such as the ranger), use the same wizard. Then, give the drone a good Fortitude saving throw bonus SETTING
formula for determining that character’s effective mechanic level. (instead of a poor one). Remember that the familiar’s Intelligence

If you use these drone conversion rules, you should also score increases as the wizard gains more levels, also as noted in

make sure that the converted class uses the same kind of the table mentioned above. Finally, ignore the drone’s bonus skill PATHFINDER
actions to control the new companion as the mechanic uses to unit and starting mods, and make sure that the converted familiar LEGACY

control his drone. receives the special abilities listed in the table mentioned above.

Finally, once the converted “drone” has been built, you can The converted familiar should follow all the normal rules

change its type from construct to a creature type appropriate for familiars (number of Hit Points, attacks, etc.), though the

to the class feature (animal, magical beast, outsider, etc.). Of ability it grants its master may need to be altered to match the

course, you can always skip this part of a conversion if you are Starfinder list of skills.

comfortable with rangers befriending cyberapes and paladins Monk Unarmed Damage and Flurry of Blows
riding robosteeds. In such a case, it makes sense for these

companions to have guns instead of claws! A Pathfinder RPG monk is going to have trouble matching the

Bardic Performance damage output of other classes at higher levels.
One way to convert such a character is to have the converted

Most of a bard’s bardic performance abilities can be used as monk’s unarmed strikes deal an amount of damage equal to that

written, with appropriate Profession skill checks substituting dealt by a one-handed operative melee weapon with an item

for Perform skill checks. For instance, Profession (musician) level no greater than the monk’s level. In addition, the unarmed

replaces any Perform skill that requires a musical instrument, strikes deal an extra amount of damage equal to that dealt

and Profession (actor) replaces Perform (act). by the trick attack class feature (see page 93) of an operative

As written, starting a bardic performance is a standard of a level equal to the monk’s level. Unlike an operative, the

action, but maintaining a bardic performance each round after monk doesn’t need to succeed at a skill check to deal this extra

that should require a swift action. At 7th and 13th levels, a bard damage, but he can deal it only with his unarmed strikes. The

must spend 1 Resolve Point to start a bardic performance as a monk is proficient with his unarmed strikes and thus receives

move action or swift action, respectively. the Weapon Specialization feat with them at 3rd level.

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DWARVES RACIAL TRAITS
Ability Adjustments: +2 Con, +2 Wis, –2 Cha

Dwarves are a stocky race, roughly a foot shorter than Hit Points: 6
humans, with broad, heavy frames. Dwarves trace their
heritage to the missing planet of Golarion, yet for them, this is Size and Type: Dwarves are Medium humanoids with the

not merely a matter of history, but identity—they were forged dwarf subtype.

in the furnace of Golarion’s subterranean passages, and many Darkvision: Dwarves can see up to 60 feet in the dark.

dwarves born long after the planet’s disappearance still feel Slow but Steady: Dwarves have a land speed of 20 feet,

the sting of its loss, kept alive in dwarven song and legend. which is never modified when they are encumbered or

Dwarven history also claims that they once had a different wearing heavy armor. They also gain a +2 racial bonus

racial god, Torag, who left his worshipers in the hands of his to saving throws against poisons, spells, and spell-like

brother Angradd during the Gap so he could stand guard over abilities, and when standing on the ground they gain a

Golarion, wherever it is now. +4 racial bonus to their KAC against bull rush and trip

Dwarves are most commonly found on Absalom Station, combat maneuvers.

where their guilds and clans wield significant power, or on Stonecunning: Dwarves gain a +2 bonus to Perception

city-sized Star Citadel ships. Significant dwarven communities checks to notice unusual stonework, such as traps

on other worlds are rare, though small groups can be found and hidden doors located in stone walls or floors. They

throughout the Pact Worlds’ extrasolar colonies. Many dwarves receive a check to notice such features whenever they

are attracted to asteroid mining, with Star Citadels common in pass within 10 feet of them, whether or not they are

the Diaspora. actively looking.

Larger dwarven communities often focus on tradition and Traditional Enemies: Dwarves still train to

fight to keep ancient crafts, laws, and enmities alive. This fight their ancient enemies. A dwarf gains

traditionalism sometimes causes other races to see dwarves a +1 racial bonus to attack rolls against a

as old fashioned, or even backward. Dwarves creature with the goblinoid or orc subtype and a

are certainly cautious in adopting new +4 racial bonus to AC against an attack from a

technologies and slow to change their creature with the giant subtype.

way of life, but once a new technology Weapon Familiarity: Dwarves are

16651323 has proven safe and effective, it’s proficient with basic and advanced

quickly adapted to dwarven needs. melee weapons and gain specialization

Dwarves are often mechanics, with those weapons at 3rd level.

mystics, and soldiers. They

tend to get along best with

gnomes, halflings, humans,

and other races with ties to Golarion,

though they have a sometimes

impolite appreciation for androids’

elegant construction and find

much in common with kasathas

and korasha lashuntas.

Among the strongest

dwarven traditions is the

Quest for Sky, a belief

that Torag commanded

his people to leave their

underground homes  on

Golarion and fight a generations-long

war to reach the surface. While many dwarves

feel the Quest for Sky was fulfilled, some explore far

from the Pact Worlds in the belief that the original

journey was only the first stage of the quest and

that Torag now wants them to find some specific

alien sky for which they’re destined.

Most dwarves stand 4 to 4-1/2

feet tall and weigh 150–200

pounds. They’re considered

adults at 40 and live up to 450 years.

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ELVES RACIAL TRAITS
Ability Adjustments: +2 Dex, +2 Int, –2 Con

Lithe, long-lived humanoids, elves are easily recognized Hit Points: 4
by their pointed ears and pupils so large that their eyes
OVERVIEW

seem to be all one color. Possessed of an inherent bond with Size and Type: Elves are Medium humanoids with the

the natural world, they tend to subtly take on the coloration elf subtype. CHARACTER
of their surroundings over the course of many years and have Elven Immunities: Elves are immune to magic sleep CREATION

a deep spiritual regard for nature. effects and receive a +2 racial bonus to saving throws

Of all the races common to the solar system, elves were against enchantment spells and effects. RACES

perhaps the hardest-hit by the Gap, and the slowest to adapt Elven Magic: Elves receive a +2 racial bonus to caster level

and recover. Where shorter-lived races quickly gave birth to checks to overcome spell resistance. In addition, elves CLASSES
children who had never known any other way of life, and thus receive a +2 racial bonus to Mysticism skill checks.

were personally unaffected by the loss of history, the elven Keen Senses: Elves receive a +2 racial bonus to Perception

generation whose lives extended back into the Gap continued skill checks. SKILLS

on, broken and confused by the blank centuries in their Low-Light Vision: Elves can see in dim light as if it were

own lives and memories. What’s more, those leaders normal light. See Vision and Light on page 261.
charged with trying to piece together their social
FEATS

history from scraps soon came to a grim conclusion:

during the Gap, their race had been betrayed by choose to go masked, hiding their identities EQUIPMENT
another—yet exactly which race was involved

remains unclear, all suggestions of the answer around other races in order to better represent

scrubbed by malicious intent or the Gap itself. a united elven state. TACTICAL
Reeling and angry, elves from across While elves have embraced technology and RULES

the system retreated to their ancestral the security it brings, they also maintain a STARSHIPS
homeland of Sovyrian on Castrovel and deep affinity for magic, seeing in its practice

dug in, determined to never again be a continuity with their ancestors. Elves are most

caught unprepared by disaster. Even this often mystics, operatives, and technomancers, and MAGIC AND 4254868
16651324 was a fraught endeavor, however, as when they go adventuring, it’s often to recover SPELLS

many of the established elven families bits of magical lore lost to history, or else to find GAME
already on Castrovel resented the ways to ensure Sovyrian’s strength in MASTERING
chaos and upheaval caused by the the centuries to come. The primary

sudden flood of refugees. exception to all of these tendencies SETTING
Today, the elves are a reclusive, are the drow—purple-skinned elves

xenophobic race, little understood who reject the company of their

by their neighbors and uninclined to brethren to live on Apostae and PATHFINDER
remedy that situation. Though their mine alien tech from that world’s LEGACY

starships still travel the void, trading interior, making them some of

with other worlds, they largely carry all- the most feared and respected

elven crews, and most elves choose to live arms dealers in the

among their own kind either in Sovyrian or system. Ordinary elves

in predominantly elven enclaves on other and drow despise one

worlds. Those adventurous or rebellious another, and while

individuals who choose to live among other Sovyrian’s leadership

races are called the Forlorn, due both to generally tries to

their loss of elven companionship and distance itself from

to their tendency to outlive friends political entanglements,

of other races. Most are viewed with supposedly rogue elven

pity and suspicion by their kindred. fleets have launched

Within their borders, elves tend several surprise assaults on

to be whimsical and passionate, Apostae in an effort to “cleanse

yet when dealing with outsiders the corruption.” The fact that these attacks have resulted

their laughter disappears quickly, in sanctions from the Pact Council has somehow done

replaced by a cold, unyielding little to deter the elves.

wall. Elven warriors and diplomats Most elves stand 5-1/2 to 6-1/2 feet tall and

operating outside of Sovyrian on weigh 100–150 pounds. They’re considered

government business sometimes even adults at 100 and naturally live up to 750 years.

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GNOMES RACIAL TRAITS

Long-ago emigrants from the primal fey realm called the Ability Adjustments: +2 Con, –2 Str (see below)
First World, gnomes are a vivacious people who have Hit Points: 4

adapted to their tumultuous heritage in curious ways, and Size and Type: Gnomes are Small humanoids with the
evolved significantly from accounts found in pre-Gap records. gnome subtype.

Gnomes today fall into two ethnicities: feychildren and Curious: Gnomes receive a +2 racial bonus to Culture checks.
bleachlings. Easily recognized by their brightly colored skin and Dimorphic: A feychild gnome gains +2 Charisma, while a
hair, feychildren remain physiologically and socially close to their
otherworldly heritage and are intensely mercurial, possessed of bleachling receives +2 Intelligence.
wild whimsy and a ravenous, reckless appetite for adventure. Eternal Hope: Gnomes receive a +2 racial bonus to saving
Bleachlings, by contrast, are believed to be the descendants
of those who survived the virulent gnome plague called the throws against fear and despair effects. Once per day,
Bleaching, which to this day threatens to drain the color and life after rolling a 1 on a d20, the gnome can reroll and use
from any feychild gnomes who don’t constantly seek out enough the second result (see page 243).
new experiences to retain their vibrancy. Bleachlings are typically Gnome Magic: Gnomes gain the following spell-like
born with monochromatic features, their palettes ranging from abilities (see page 262): 1/day—dancing lights, ghost
black and white to brown and gray. While they are usually more sound, and token spell. The caster level for these
even-tempered than their feychild cousins, Bleachlings have an effects is equal to the gnome’s character level. In
exaggerated—but only half-deserved—reputation for dourness. addition, gnomes get a +2 racial saving throw bonus
against illusion spells and effects.
How exactly the bleachling adaptation occurred—whether Low-Light Vision: Gnomes can see in dim light as if it
it was an intentional and experimental genetic solution
were normal light. See Vision and Light on page 261.

to the ancient gnome disease, a freak mutation, some

deific blessing, or something else entirely—has sadly

been lost to the Gap, and many feychild gnome

researchers desperately attempt to re-create it in or context. As a result, most gnomes don’t

corporate laboratories and magical universities. In expect to be understood, and thus don’t

16651325 the meantime, bleachling gnomes continue to pass bother to explain themselves, further widening the

their immunity on to their children and those of gap between themselves and others. Yet while

mixed relationships, founding a new subrace that, they are often complex and erratic, gnomes

while still currently a minority, is poised to generally have kind and generous hearts,

someday completely replace their parent race— especially when it concerns their friends.

for better or worse. Both ethnicities tend to get along best with

Gnomes of both types usually have spindly humans and ysoki, while finding kasatha

frames and large eyes that give them a youthful and vesk overly stodgy, though bleachling

(and sometimes disturbing) appearance. Both gnomes are also commonly found in

ethnicities remain extremely curious and the company of lashunta scholars.

have a passion for new experiences, yet they Feychild gnomes make excellent fast-

often take different approaches to this need talking envoys, while bleachling gnomes

for mental stimulation—while feychildren are often lean toward studious, intellectual

constantly chasing new physical situations classes like the mechanic, mystic, and

and sensations, bleachlings often find their technomancer. Gnomes are most often

search for novelty sated through purely found on Absalom Station and

intellectual pursuits. As a culture, gnomes Castrovel, though their curiosity

rarely build lasting social structures among has spread them across the Pact

themselves or other groups. Instead, most Worlds and beyond. Strangely,

gnomes choose to constantly pursue their though the elves of Sovyrian are

whimsy and passions alone or with a few notoriously standoffish to other

close companions. Many feychild gnomes races, gnomes are not only tolerated but

in particular find that keeping interesting welcomed freely within their borders,

friends is a good way to stave off the apathy supposedly in honor of some pre-Gap

and eventual madness that is the Bleaching. bargain forgotten by outsiders.

Gnomes often find it difficult to relate Most gnomes stand between 3 and 3-1/2

to other races, as their humor and thought feet tall and weigh around 40 pounds. They’re

processes can seem wildly bizarre to those considered adults at 40 and naturally live up

who don’t share their unique viewpoints to 500 years.

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HALF-ELVES RACIAL TRAITS

If it’s true that opposites attract, then elves and humans are the Ability Adjustments: +2 to any one ability score OVERVIEW
best proof. Despite their general distrust of non-elves, many Hit Points: 4

elves find humanity’s passionate energy, dedication to living in Size and Type: Half-elves are Medium humanoids with CHARACTER
the moment, and ability to accomplish so much in their short both the elf and human subtypes. CREATION
lives deeply appealing—a flame that burns all the brighter for its RACES
brevity. At the same time, many humans are attracted to elves’ Adaptability: Half-elves receive Skill Focus as a bonus
lean bodies, elegant style, and centuries of wisdom. Where the feat at 1st level. CLASSES
two populations interact, half-elves occasionally result.
Elven Blood: Half-elves are immune to magic sleep effects SKILLS
Half-elves are the interracial children of human and elven and receive a +2 racial bonus to saving throws against
parents or the descendants of such children. While they can enchantment spells and effects. FEATS
often pass for human by hiding
their modestly pointed ears, they Keen Senses: Half-elves receive a +2 racial bonus to
nevertheless tend toward the Perception skill checks.
tall, slim physiques of their elven
parents, with life spans twice as long as Low-Light Vision: Half-elves can see dim light as if it were
normal light. See Vision and Light on page 261.

those of their human kin. Despite being seen

as generally attractive by both races, half-elves As cultural chameleons, half-elves slide easily EQUIPMENT
often feel like outsiders in both societies, always

exoticized and never quite accepted as part of into other societies, adapting smoothly to alien

either group. This leads many half-elves to mind-sets. They have a particular affinity for TACTICAL
band together with others of their kind, or androids, ysoki, and any groups treated RULES

else abandon both their parent races in as outsiders by mainstream society, STARSHIPS
favor of new friends and families among as well as for alien races like the

aliens who lack those preconceptions. shirrens who are different enough

Since half-elves breed true, many biologically that it would never MAGIC AND 4254870
16651326 second- or third-generation half-elves occur to them to focus on such SPELLS

have no firsthand knowledge of their minor racial differences as pointed GAME
parent cultures. ears or eye color. Many half-elves MASTERING

Sovyrian, the elven homeland are fond of wandering, with

on Castrovel, is open to half-elves, a strong desire to prove SETTING
as the government’s Blood Right themselves, seeking out

policy invites any with discernible new worlds in the Vast

elven blood to return to the for fame and glory or in PATHFINDER
homeland, though this has the hope of establishing LEGACY

recently become controversial new colonies. Though their

due to high-profile conflicts often complicated relationship

with half-elf dissident with their parent races

groups who resent their makes them natural

status as second-class iconoclasts, they

citizens. Half-elves also tend toward

are also relatively kindness and

common on Absalom understanding.

Station, one of the With their extreme versatility,

few places where half-elves are a perfect fit for

elven emissaries nearly any profession, though

and humans live and in recent years an unusually large

work together  in number have become operatives or soldiers for

large numbers. the Stewards, perhaps seeing in the enforcement of

Predominantly half- the Pact a chance to foster understanding and build a

elf settlements are rare, though of late several half-elf single system-wide culture that no longer strands half-

homesteader townships have sprung up just beyond the elven children between two worlds.

comfortable edge of Verces’s terminator line, and the Most half-elves stand from 5-1/2 to 6-1/2 feet tall and

tropical extrasolar colony of Shanavan is specifically weigh 100–200 pounds. They’re considered adults at

recruiting fellow half-elves. 20 and naturally live up to 180 years.

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HALF-ORCS RACIAL TRAITS
Ability Adjustments: +2 to any one ability score

Half-orcs have both human and orc ancestry. Though these Hit Points: 6
individuals sometimes result from the union of orcs and
humans, the relative rarity of pure-blooded orcs among the Size and Type: Half-orcs are Medium humanoids with both

Pact Worlds means that most half-orcs are the children of other the human and orc subtypes.

half-orcs. They usually stand a bit taller than humans and have Darkvision: Half-orcs can see up to 60 feet in the dark.

strong, muscular builds, with green or gray skin. Many half- Intimidating: Half-orcs receive a +2 racial bonus to

orcs have tusk-like canines protruding from their lower jaws, as Intimidate skill checks.

well as slightly pointed ears and large brows that give them a Orc Ferocity: Once per day, a half-orc brought to 0 Hit

brooding appearance. Points but not killed can fight on for 1 more round.

Half-orcs are fairly uncommon on the Pact Worlds, with the The half-orc drops to 0 HP and is dying (following the

highest concentration living within the caverns of Apostae as normal rules for death and dying) but can continue to

unwilling servants to the drow who long ago conquered that act normally until the end of his next turn, when he

planet. Unfortunately, most of the free half-orcs who inhabit becomes unconscious as normal. If he takes additional

the rest of the solar system are not treated much better, damage before this, he ceases to be able to

shunned or vilified due to traditional prejudices act and falls unconscious.

stretching back into the Gap. The fact that these Self-Sufficient: Half-orcs receive a +2 racial

prejudices sometimes drive half-orcs to become bonus to Survival skill checks.

exactly the brutal criminals society expects only

reinforces this negative cycle. Those half-

orcs who do find acceptance tend to do

so within enclaves of their own kind,

among androids and other marginalized venturing to new

groups, or in militaristic orders where planets where they can

the fear they inspire can be turned build colonies. While some

to their advantage. Though of these orc-blooded colonial

16651327 society funnels them toward groups simply set down roots

roles as soldiers, operatives, and live in peace within their

and intimidating envoys, small enclaves, others become

some find solace as mechanics, professional pioneers. These latter

preferring machines to people. groups take on contracts as first-wave

They get along particularly well colonists, landing on planets under

in vesk mercenary groups, as the extreme circumstances and enduring

reptilian aliens lack the traditional the hardest and most dangerous

prejudices of the Pact Worlds. period of a colony’s

Some half-orcs, frustrated founding, then sell

with society’s judgment off rights to a

of them due to their “softer” group

appearance, decide of colonists

to accentuate their so that they

differences and can go start

take to extreme a new colony

body modification. elsewhere. This dangerous, extremely

This subculture uses piercings, skilled work is well-compensated, and

plastic surgery, and even cybernetic thus despite their rough reputation

enhancements to express themselves and appearance, half-orc professionals in

and set themselves apart from the organizations like the Halfblood Frontier

mainstream. Many half-orcs feel the call to Company are often extremely wealthy,

join the Augmented, and such “steelskins” sometimes retiring to act as patrons for

may not even consider themselves half-orcs other half-orc ventures.

anymore, looking down on members of their Most half-orcs stand from 5 to

race who have kept their natural forms. 7 feet tall and weigh 130–200

For those half-orcs least accepted by pounds. They’re considered adults

society, one popular option is to push at  14 and naturally live up to

beyond the boundaries of civilization, 80 years.

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HALFLINGS RACIAL TRAITS

Halflings are a common race in the Pact Worlds and Ability Adjustments: +2 Dex, +2 Cha, –2 Str OVERVIEW
their colonies, having spread nearly as far as humans. Hit Points: 2

Popular legend even claims that halflings were among the Size and Type: Halflings are Small humanoids with the CHARACTER
first humanoids to spread beyond Golarion and into the stars halfling subtype. CREATION
to colonize new worlds. Once thought of as a people without RACES
a homeland, halflings have peppered the void with colonies, Halfling Luck: Halflings receive a +1 racial bonus to all
and halfling caravan fleets—dozens of ships from as many saving throws. This bonus increases to +3 against CLASSES
different makes and eras—ply the trade lanes, eager to see fear effects.
new sights, swap stories, and trade strange and foreign goods. SKILLS
Their small stature and tendency to wander make halflings Keen Senses: Halflings receive a +2 racial bonus to
popular targets for raiders and conquerors, but time and Perception skill checks. FEATS
again the tenacious race has rebounded from harsh challenges
thanks to their cooperation, optimism, and what seems to be a Sneaky: Halflings receive a +2 racial bonus to Stealth
racial gift for subterfuge. checks. In addition, halflings reduce the penalty for using
Stealth while moving by 5, and reduce the Stealth check
Gifted with quick reflexes, charming confidence, and penalty for sniping by 10.
an apparent lack of fear, halflings are known across the
Sure-Footed: Halflings receive a +2 racial bonus to
Acrobatics and Athletics skill checks.

galaxy as athletes, celebrities, and explorers. Of course, this EQUIPMENT
dramatic public image hardly defines the race as a whole.

While most halflings experience a period of daredevil

bravado in early adulthood, most settle out of it implants and biotech augmentations, feeling that TACTICAL
again just as quickly to become happy and loving natural halfling physiology is pretty much perfect as RULES

homebodies, content with a hard day’s work and it is. They don’t look down on those who use such STARSHIPS
an evening spent with friends. Boasting a wide items, but it’s rarer than average to see a halfling

variety of eye, hair, and skin colors mirroring the with dermal plating or retinal reflectors. A halfling

human range, halflings usually have slight builds that accidentally loses a limb might consent to MAGIC AND 4254872
16651328 and large hands and feet. They make fast having a cybernetic replacement attached, but SPELLS

friends wherever they travel, preferring most halflings would spend the extra credits to GAME
negotiation or clever wordplay to combat. make that prosthetic look as much like the MASTERING
Despite this accommodating nature, they lost limb as possible.

have few permanent allies; halfling Halflings rarely lack for work. Media SETTING
history is littered with long eras of companies and corporations love

domination and abuse, making them an irrepressible halfling star

gregarious but wary of placing or spokesmodel, and many PATHFINDER
themselves in situations they can’t starship captains believe in the LEGACY

get out of again. While they share stereotype of the fearless and

much in common with the ysoki—a love steady-handed halfling pilot.

of travel and trade especially—they lack Those halflings who turn

the ratfolk’s mechanical inclinations, and to adventure find good use

the two races often compete for markets, for their quick reflexes and

salvage rights, and trade lanes. If halflings boundless charm as  envoys

truly ally with any race, it is humans, and  operatives, though their

whose history is intimately entwined with general adaptability allows them to shine in

their own, for better or worse. almost any role.

A halfling’s even temper can sometimes be a Wandering halflings aboard starships typically

bit off-putting to other races, especially when it’s finds spaces—even an area as small as a corner of

exhibited in the face of incredible danger. A few a cargo bay—on their vessels to decorate in their

find halfling cheerfulness and determination to be own personal styles. They pin up keepsakes

irritating, but many of those people change their from their home planets (or colonies), such as

minds once that tenacity is the factor that saves dried flowers or scraps of metal from defeated

the day. Halflings are almost never offended by hostile robots.

these attitudes, seeing them as natural inclinations Most halflings stand 2-1/2 to 3-1/2 feet tall

of less confident races. and weigh around 30 pounds. They’re

While not mistrustful of technology in general, considered adults at 20 and naturally

many halflings look askance at cybernetic live up to 200 years.

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GLOSSARY Broken: This condition applies negative effects to armor,

This glossary provides short definitions of some basic terms used in weapons, or other equipment. See page 273.

the Starfinder Core Rulebook. Definitions of terms that are exclusive Bulk: An item’s bulk represents its unwieldiness and weight. See

to the starship building, starship combat, and vehicle chase page 167 for more about bulk.

systems are excluded here. For more about building starships, see Burning: This condition applies negative effects to your character.

page 292. For more about starship combat, see page 316. For more See page 273.

about vehicle combat and chases, see pages 278 and 282. Carrying Capacity: Your carrying capacity is the amount of bulk

you can carry. See page 167 for more about carrying capacity.

Ability Check: To attempt this type of check, roll a d20 and add Caster Level (CL): This value represents the total number of levels

your modifier for the relevant ability score. See page 21. you have in spellcasting classes. Some effects, such as spells,

Ability Points: You use these at character creation and every 5th have variables tied to your caster level. See page 331.

character level to increase your ability scores. See pages 18–19. Challenge Rating (CR): This is a numerical expression of the

Ability Scores: These are numeric values that define a character’s difficulty of an encounter, a creature, a trap, a hazard, or

raw talents. The associated abilities are Strength, Dexterity, another threat. See page 389.

Constitution, Wisdom, Intelligence, and Charisma. See page 21. Character Level: This value represents the total number of levels

Acid Damage: This is a type of energy damage. See page 169. you have in all your classes. See page 26.

Affliction: This is a harmful effect that generally worsens over Charisma (Cha): This is an ability that represents your appearance,

time and may deal damage. Most afflictions are categorized as personal magnetism, and personality. See page 21.

curses, diseases, drugs, or poisons. See pages 414–419. Check: A check is a d20 roll that may or may not be modified by

Alignment: This is a general characterization of your basic moral another value. The most common types of checks are ability

and ethical attitude. See pages 24–25. checks, initiative checks, and skill checks. See page 8.

Ally: An ally is a creature you see as helpful. Some abilities allow Class: This represents your training in a specific discipline that

you to affect an ally with a benefit of some kind. The GM has grants you an array of abilities. See pages 58–59.

final say on who counts as an ally. See page 242. Class Feature: This is an ability you gain from your character’s

Android: This is a common player character race. See pages 42–43. class. See page 59.

Armor Class (AC): This number represents how hard it is for an Class Level: This is a value that represents your total number of

enemy creature to strike your character in combat. A character levels in one specific class. See page 26.

has two Armor Classes: Energy Armor Class (EAC) and Kinetic Class Skill: This is a skill in which members of a specific class are

16651329 Armor Class (KAC). See page 240. particularly proficient. If you have one or more ranks in class

Asleep: This condition applies negative effects to your character. skills, you receive an additional bonus to those skill checks.

See page 273. See pages 58 and 132.

Attack: This is any action you take that could potentially damage Cold Damage: This is a type of energy damage. See page 169.

a target. Attacks in combat are either ranged, such as shooting Combat: This typically refers to tactical combat, which takes

a laser rifle or throwing a grenade, or melee, such as stabbing place on a square-gridded battle map and is tracked in rounds

with a survival knife. Monsters often can make attacks with during which each character takes a turn. See page 238.

their natural weapons, such as claws, or they might have Combat Maneuver: This is a type of standard action that can have

access to other special attacks. See page 240. a variety of effects when performed successfully. See page 246.

Attack of Opportunity: This is a special reaction that you can Concealment: When enemies can’t see you clearly, their attacks

use in close-quarters melee when a target you threaten lets are subject to a miss chance from concealment. See page 253.

its guard down. See pages 248–249. Condition: This is a circumstance that can affect a creature for an

Attack Roll: This represents your character’s attempt to strike extended period of time. See pages 273–277.

another creature in combat. An attack roll is the result of a Confused: This condition applies negative effects to your

d20 roll plus your attack bonuses with your weapon, and it is character. See pages 273–274.

compared to your target’s relevant Armor Class. See page 240. Constitution (Con): This is an ability that represents your health

Augmentation: This is a piece of technological or biological and stamina. See page 21.

gear that modifies your body and gives you special benefits. Cover: This is a defensive bonus you gain when an object blocks

Technological augmentations are cybernetics, and biological half or more of your body from being exposed to enemy

augmentations are biotech. See pages 208–212. attacks. See page 253.

Bleeding: This condition applies negative effects to your Cowering: This condition applies negative effects to your

character. See page 273. character. See page 274.

Blinded: This condition applies negative effects to your character. Creature: This is an active participant in the game’s world. It can

See page 273. be a player character, a nonplayer character, or a monster.

Bludgeoning Damage: This is a type of kinetic damage. See Credit: This is the standard unit of currency used in the Pact

page 169. Worlds. See page 166.

Bonus: This is a positive numeric modifier you add to a die roll or a Critical Hit: When you make an attack roll and the result on the

static value as the game rules dictate. Two bonuses of the same d20 is a 20, it’s a critical hit. You roll damage twice, and your

type usually don’t stack with each other. See pages 266–267. weapon might inflict an additional effect. See page 245.

512 GLOSSARY

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Critical Hit Effect: This is a weapon’s effect that applies when you Encounter: An encounter is an event that presents you with a

deal damage with a critical hit. See pages 182–183. specific problem to solve. See page 388.

Curse: A curse is a magical effect and an affliction that is normally Encumbered: This condition applies when you carry more bulk

triggered when you take a certain action. See page 414. than is comfortable. See page 275. OVERVIEW
d% (percentile): This indicates that you should roll to generate a Enemy: This is a creature you seek to harm or that seeks to harm

number from 1 to 100. If you don’t have percentile dice, you you. Some abilities and effects specifically target enemies. The

can roll two 10-sided dice, one of which represents the result’s GM has final say on who counts as an enemy. See page 242. CHARACTER
first digit and the other the second digit. A set of percentile Energy Armor Class (EAC): This number represents how hard it CREATION

dice consists of a 10-sided die expressing multiples of 10 (10, is for an enemy to strike your character in combat using an

20, 30, etc.) and a 10-sided die consisting of multiples of 1. attack that deals energy damage. See page 240. RACES

d4, d6, d8, d10, d12, d20: These are abbreviated expressions Energy Damage: Acid, cold, electricity, fire, and sonic are the

of die rolls, often expressed with a preceding number, as is common types of energy damage, and attacks that deal CLASSES
the case of 1d4. They typically indicate which dice you roll to energy damage target a creature’s Energy Armor Class (see

determine a variable number, such as the amount of damage page 240). See page 169 for more about energy damage.

a weapon deals. The first number in the expression indicates Energy Resistance: This number represents how much energy SKILLS

how many dice you roll, while the second number indicates damage of a specific type a creature can ignore. See page 64.

the number of sides the die or dice must have. For example, Entangled: This condition applies negative effects to your FEATS
2d12 means that you must roll two 12-sided dice to determine character. See pages 275–276.

a variable result from 2 to 24. In the case of an expression Envoy: This is a class in which your character can train. See

without a preceding number, roll a single die with the indicated pages 60–67. EQUIPMENT
number of sides. For example, “roll a d10” means you must roll Exhausted: This condition applies negative effects to your

one 10-sided die. Occasionally, you may see a rare die type that character. See page 276.

isn’t reflected in the basic set explained above, such as 1d3. Experience Points (XP): These are distributed to you for TACTICAL
In this case, you can use math to simulate the result, such as defeating encounters. Once you have reached a certain total RULES

rolling 1d6, dividing the result in half, and rounding down. of experience points, you increase in class level, or “level up.” STARSHIPS
d20 Roll: This is a roll with a single 20-sided die. Ability checks, See page 26 for more about gaining experience points.

attack rolls, saving throws, and skill checks are all rolls that Extraordinary Ability (Ex): This represent intense training or

require you to roll 1d20 and add various modifiers. innate skill, but not magical ability or influence. See page 62. MAGIC AND

16651330 Damage: This is the numerical value subtracted from a target’s Fascinated: This condition applies negative effects to your SPELLS 4254874

Stamina Points or Hit Points after a successful attack against character. See page 276. GAME
it. See page 250. Fatigued: This condition applies negative effects to your MASTERING
Damage Reduction (DR): This is the ability to ignore a specified
character. See page 276.

amount of kinetic damage. See page 263. Feat: This is an ability not derived from your race, class, theme, or SETTING
Dazed: This condition applies negative effects to your character. skill ranks. See pages 152–163.

See page 275. Fire Damage: This is a type of energy damage. See page 169.

Dazzled: This condition applies negative effects to your character. Flat-Footed: This condition applies negative effects to your PATHFINDER
See page 275. character when you are unprepared for combat. See LEGACY

Dead: This condition applies when your character dies. See page 276.

page 250 for how death works and page 275 regarding the Fortitude Saving Throw (Fort save): This type of saving throw

dead condition. measures your character’s ability to stand up to physical

Deafened: This condition applies negative effects to your punishment. See page 241.

character. See page 275. Frightened: This condition applies negative effects to your

Dexterity (Dex): This is an ability that represents your agility, character. See page 276.

balance, and reflexes. See pages 20–21. Full Action: This action in combat allows you to perform

Difficulty Class (DC): This value is the lowest total at which involved task, such as charging or attacking multiple times.

a saving throw attempt, a skill check, or any other relevant See pages 247–248.

check is successful. See pages 132 and 241. Game Master (GM): This player adjudicates the rules and

Disease: This affliction represents some agent infecting you and controls the various elements of the game’s story and world.

may be contagious. See pages 414–415. A GM’s duty is to provide a fair and fun game—she wants the

Drift: The Drift allows starships to travel great distances and is other players to ultimately succeed in their goals, but only

reachable only using technology. See page 290. after much heroic striving and danger.

Drug: This form of poison initially has a beneficial effect. See Gap: The Gap is a universal period of obscurity that took place

pages 231–232. for an indefinite amount of time ending about 300 years

Dying: This condition applies when your character is unconscious ago. See page 424.

and near death. See page 250 for how dying works and page Grappled: This condition applies negative effects to your

275 for details about the dying condition. character and is a common combat maneuver (see page 246).

Electricity Damage: This is a type of energy damage. See page 169. See page 276 for details about the grappled condition.

GLOSSARY 513

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Guarded Step: This careful movement allows you to move 5 feet Move Action: This action in combat allows for movement such as

as a move action without provoking attacks of opportunity. traveling up to your speed or preparing a piece of equipment.

See page 247. See page 247.

Heavy Armor: This type of armor prioritizes maximum protection Mystic: This is a class in which your character can train. See

over a higher degree of maneuverability. See pages 97–98. pages 82–91.

Helpless: This condition applies negative effects to your character. Natural 1: This occurs when you roll a 20-sided die as part of a

See page 276. game mechanic and the result on the die is 1. A natural 1 is

Hit Points (HP): This number represents how badly you can always an automatic failure if it’s rolled for an attack roll or

be hurt before you fall unconscious or die. When you take a saving throw, even if your bonuses might otherwise make

damage and have 0 Stamina Points remaining, you lose Hit it a success.

Points. See page 22. Natural 20: This occurs when you roll a 20-sided die as part of

Human: This is a common player character race. See pages 44–45. a game mechanic and the result on the die is 20. A natural

Hybrid Item: This is a piece of equipment that uses technology 20 is an automatic success if it’s rolled for an attack roll or a

and magic to function. See pages 226–227. saving throw, even if the result would not normally succeed.

Initiative Check: The result of your initiative check determines in Nauseated: This condition applies negative effects to your

what order you can act in combat. This check’s result is often character. See page 276.

called your initiative count. See page 238. Nonplayer Character (NPC): This is a character the GM controls

Intelligence (Int): This is an ability that represents how well for the purpose of interacting with players and helping

you learn and reason, and it is frequently associated with advance the game’s story.

knowledge and education. See page 21. Off-Kilter: This condition applies negative effects to your

Item Level: This value refers to the complexity, durability, and character. See page 276.

potency of armor, weapons, and equipment. See page 167. Off-Target: This condition applies negative effects to your

Kasatha: This is a common player character race. See pages character. See page 276.

46–47. Operative: This is a class in which your character can train. See

Key Ability Score: This is the ability score that’s most important pages 92–99.

for a certain class. See page 58. Overburdened: This condition applies when you carry much more

Kinetic Armor Class (KAC): This number represents how hard bulk than is comfortable. See page 276.

it is for an enemy to strike your character in combat using an Panicked: This condition applies negative effects to your

16651331 attack that deals damage from physical impact. See page 240. character. See page 276.

Kinetic Damage: Bludgeoning, piercing, and slashing are the Paralyzed: This condition applies negative effects to your

common types of kinetic damage, and attacks that deal kinetic character. See pages 276–277.

damage target a creature’s Kinetic Armor Class. See page 169. Penalty: This numeric modifier is subtracted from a die roll or a

Lashunta: This is a common player character race. See pages static value as the game rules dictate. Unlike bonuses, penalties

48–49. stack with each other and do not have types. See page 267.

Level: This might refer to your caster level, character level, class Piercing Damage: This is a type of kinetic damage. See page 169.

level, a spell’s or item’s level, or another scaling mechanic that Pinned: This condition results from the grapple combat maneuver.

falls within the framework of the rules, depending on the See page 277.

context. See separate entries for each type of level listed here. Player: This is a person who portrays a player character in a game.

Light Armor: This type of armor prioritizes maneuverability over Player Character (PC): This is a character that a player has

the heaviest possible protection. See page 197. created and portrays.

Magic Item: This is a piece of equipment that uses magic to Poison: This affliction represents a toxic substance’s effect on a

function. See pages 222–225. target. See page 232.

Mark (Mk): Some items can be bought at increasing ranks of Powered Armor: This is a mighty personal rig that offers

efficiency, thus increasing their price. A mark 3 item is more protection and requires a battery. See pages 203–204.

expensive and more potent than its mark 2 version, and so on. Proficiency: You have proficiency with a weapon or armor type

Mechanic: This is a class in which your character can train. See if you’re trained in its use, through either your class or a feat.

pages 68–81. See pages 242–243.

Melee Attack: You make this type of attack in close-quarters Progression Track: This represents the worsening effect of

combat with a melee weapon against a creature you threaten. an affliction such as a curse, disease, drug, or poison. See

See page 245. pages 414–417.

Modifier: This numeric value is added to a d20 roll, such as an Prone: This condition applies negative effects to your character.

attack roll, a saving throw, or a skill check. Modifiers can be See page 277.

positive (bonuses) or negative (penalties). See pages 266–267. Race: This usually refers to your species, such as human or ysoki.

Monster: A monster is an NPC. In general, monsters are too strange See pages 40–55. A vehicle chase (see pages 282–287) can

or unintelligent to be player characters or are prevented from also be referred to as a race.

being PCs by other qualifications. A monster might be your Ranged Attack: You make this type of attack at a target from a

opponent or ally, or it might serve any other role. distance using a ranged or a thrown weapon. See page 245.

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Rank: A rank usually refers to a skill rank you have invested in a Square: One square on a battle map represents a 5-foot-by-5-foot

particular skill to reflect training in that area of expertise. You space. See pages 255–256 for more about size and space.

receive a certain number of skill ranks to assign at each level. Stable: This condition applies when your character is knocked

See page 132. unconscious but is not dying. See page 277. OVERVIEW
Reach: Your reach determines the distance at which you can Stacking: This refers to values (usually bonuses) of the same type

attack foes in melee combat. See page 255. that the rules allow you to add together. See page 266.

Reaction: This is a quick action you can take, even if it’s not your Staggered: This condition applies negative effects to your CHARACTER
turn, in response to a specific trigger. See pages 248–249. character. See page 277. CREATION

Reflex Saving Throw (Ref save): This type of saving throw Stamina Points (SP): These measure your readiness and energy.

measures your character’s ability to dodge area effects and When you take damage from an attack, you lose your Stamina RACES

unexpected situations. See page 241. Points before your Hit Points. See page 22.

Resolve Points (RP): These represent your character’s intrinsic Standard Action: This action in combat allows for activities such CLASSES
reservoir of grit. Your total Resolve Points increase as your as making an attack or casting a spell. Normally, you can take

character gains levels and can fuel special abilities. See only one standard action each round. See pages 244–247.

pages 22–23. Strength (Str): This is an ability that represents your muscle and SKILLS

Roleplaying Game (RPG): This is an interactive story in which the physical power. See page 20.

Game Master sets the scene and presents challenges, while Stunned: This condition applies negative effects to your character. FEATS
the player characters each assume the role of a hero and See page 277.

attempt to overcome those challenges. Starfinder is an RPG. Supernatural Ability (Su): This is a magical attack, defense, or

Round: In tactical combat, 1 round is equal to 6 in-world seconds. other quality that you can use. See page 262. EQUIPMENT
Combat elapses in rounds, and combatants each take a turn Surprise Round: This is the first round of combat if some but not

in order during each round. See page 239. all combatants are unaware of their opponents. See page 239.

Saving Throw (save): This represents your attempt to avoid or Swift Action: This is an action in combat that takes a short TACTICAL
mitigate a dangerous effect. Saving throws are often referred amount of time. Normally, you can take only one swift action RULES

to as saves. See pages 241–242. each round. See page 247. STARSHIPS
Shaken: This condition applies negative effects to your character. Take 10 or Take 20: These options for attempting skill checks

See page 277. are sometimes available when you are unthreatened and

Shirren: This is a common player character race. See pages 50–51. have lots of time. See page 133. MAGIC AND

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character. See page 277. technology to function. See pages 218–221. GAME
Significant Enemy: This is a foe that represents a real danger to Technomancer: This is a class in which your character can train. MASTERING

you. See page 242. See pages 118–129.

Size: There are nine categories of creature sizes, and each creature Theme: This represents a focus for your character, which may be a SETTING
takes up a specific amount of space on a battle map based on result of background, upbringing, or training. See pages 28–37.

its size. See pages 255–256. Threaten: You threaten all squares into which you can make a

Skill: A skill represents a concrete category of tasks, areas of melee attack. See page 255. PATHFINDER
knowledge, and other topics of expertise. See pages 132–149. Tier: This term measures the power of computers, starships, and LEGACY

Slashing Damage: This is a type of kinetic damage. See page 169. other elements.

Solarian: This is a class in which your character can train. See Trap: This is an environmental hazard that can damage you if you

pages 100–109. trigger it. See pages 410–413.

Soldier: This is a class in which your character can train. See Unconscious: This condition applies when your character is

pages 110–117. knocked out but alive. See page 277.

Sonic Damage: This is a type of energy damage. See page 169. Universal Polymer Base (UPB): This is the basis for most

Speed: Your speed indicates how far you can usually move during technology in the Pact Worlds. Each UPB is a tiny multifunction

a single move action in combat. See page 255. component not much larger than a grain of rice. UPBs can

Spell Level: This is a value that expresses a spell’s relative power. sometimes be used as currency. See page 233.

Spells’ levels typically range from 0–6th. See page 330. Vesk: This is a common player character race. See pages 52–53.

Spell Resistance (SR): Spell resistance represents a creatures Weapon Category: This is a group of weapons that deal damage

innate protection against most spells. See page 265. in a similar manner, such as lasers. See pages 183–190.

Spell Slot: Spell slots represent the number of spells of each level Weapon Type: This is a group of weapons used in a similar manner

that you can cast per day. See page 330. as defined by the weapon proficiency needed to operate them

Spell-Like Ability (Sp): This functions much like a spell and usually without penalty, such as small arms. See pages 169–170.

originates from a racial ability or class feature. See page 262. Will Saving Throw (Will save): This type of saving throw measures

Spells: These magical formulae can produce a wide range of your character’s ability to shake off mental effects. See page 241.

effects. Normally, only characters with levels in spellcasting Wisdom (Wis): This is an ability that represents your awareness,

classes, such as mystic and technomancer, can cast spells. See common sense, and intuition. See page 21.

pages 330–335. Ysoki: This is a common player character race. See pages 54–55.

GLOSSARY 515

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INSPIRATIONAL MEDIA

The Starfinder Roleplaying Game draws inspiration from a Lee, Yoon Ha. Ninefox Gambit.
wide range of science fiction and fantasy sources. Need L’Engle, Madeleine. Time Quintet.

ideas for a character or adventure? Check out some of these Lisle, Holly. Hunting the Corrigan’s Blood.

works, both classic and modern. McCaffrey, Anne. Dragonriders of Pern series.

LITERATURE Miéville, China. Embassytown.
Moon, Elizabeth. Once a Hero and Vatta’s War series.

Adams, Douglas. The Hitchhiker’s Guide to the Galaxy. Moore, C. L. Northwest of Earth.

Asimov, Isaac. I, Robot and Foundation series. Naam, Ramez. The Nexus trilogy.

Baker, Kage. The Empress of Mars. Niven, Larry. Known Space series.

Barlowe, Wayne. Barlowe’s Guide to Extraterrestrials and Nix, Garth. Shade’s Children.

Expedition. Okorafor, Nnedi. Binti and The Shadow Speaker.

Bear, Elizabeth. Jacob’s Ladder trilogy. Perry, Steve. The Matador series.

Brackett, Leigh. Eric John Stark novels. Robinson, Kim Stanley. Mars trilogy.

Bradbury, Ray. The Martian Chronicles. Roth, Veronica. Divergent series.

Brin, David. Uplift Universe series. Russell, Mary Doria. The Sparrow.

Burroughs, Edgar Rice. Barsoom series. Sagan, Carl. Contact.

Butler, Octavia E. Xenogenesis series. Shinn, Sharon. Samaria series.

Chalker, Jack L. The Four Lords of the Diamond series, the Saga Simmons, Dan. Hyperion Cantos.

of the Well World series, and Soul Rider series. Singh, Vandana. “Somadeva: A Sky River Sutra.”

Cherryh, C. J. Alliance-Union series, Foreigner series, and Smith, E. E. “Doc”. Lensman series and Skylark series.

Morgaine Cycle. Steakley, John. Armor.

Cho, Zen. “The Four Generations of Chang E.” Stephenson, Neal. The Diamond Age and Snow Crash.

Cixin, Liu. The Three-Body Problem. Sussex, Lucy. “The Queen of Erewhon.”

Clarke, Arthur C. Childhood’s End. Theodoridou, Natalia. “The Eleven Holy Numbers of the

Corey, James S. A. The Expanse series. Mechanical Soul.”

16651333 Delany, Samuel R. The Fall of the Towers trilogy. Watts, Peter. Blindsight.

Doyle, Debra & Macdonald, James D. Mageworlds series. Weber, David. Honorverse series.

Drake, David. Hammer’s Slammers, The Reaches, and Seas Wendig, Chuck. Star Wars: Aftermath.

of Venus. Williams, Liz. Banner of Souls.

Foster, Alan Dean. Humanx Commonwealth universe. Wilson, Kai Ashante. A Taste of Honey.

Frank, Pat. Alas, Babylon. COMICS
Gatewood, David (editor). Dark Beyond the Stars: A Space

Opera Anthology. Cabrera, Eva & Visaggio, Magdalene. Kim & Kim.

Gibson, William. Neuromancer. Cockrum, Dave. Starjammers.

Gloss, Molly. The Dazzle of Day. De Landro, Valentine & DeConnick, Kelly Sue. Bitch Planet.

Griffith, Nicola. Ammonite. Diaz, Aaron. Dresden Codak.

Haldeman, Joe. The Forever War. Dragotta, Nick & Hickman, Jonathan. East of West.

Hamilton, Peter F. The Commonwealth Saga. Ezquerra, Carlos & Wagner, John. Judge Dredd series.

Hao, Jingfang. “Invisible Planets.” Faerber, Jay & Godlewski, Scott. Copperhead.

Heinlein, Robert A. The Moon Is a Harsh Mistress and Gibson, Ian & Moore, Alan. The Ballad of Halo Jones.

Starship Troopers. Kellett, Dave. Drive.

Herbert, Frank. Dune. Lee, Mindy & Wiebe, Kurtis J. Bounty.

Hurley, Kameron. The Stars Are Legion. Maihack, Mike. Cleopatra in Space.

Jemisin, N. K. The Broken Earth series. Nightow, Yasuhiro. Trigun.

Jones, Diana Wynne. The Homeward Bounders. Pak, Greg. The Incredible Hulk: Planet Hulk.

Kaufman, Amie & Kristoff, Jay. The Illuminae Files series. Remender, Rick & Scalera, Matteo. Black Science.

Kikuchi, Hideyuki. Vampire Hunter D. Staples, Fiona & Vaughan, Brian K. Saga.

Lackey, Mercedes (with Larry Dixon, Mark Shepherd, et alia). Tayler, Howard. Schlock Mercenary.

The SERRAted Edge series. Valentino, Jim. Guardians of the Galaxy.

Lackey, Mercedes (with Rosemary Edghill and Ellen Guon). VIDEO GAMES AND VIDEO GAME SERIES

Bedlam Bard series.

Lafferty, Mur. Six Wakes. Aerannis

Le Guin, Ursula K. Hainish Cycle. Borderlands

Leckie, Ann. Imperial Radch trilogy. Dead Space

516 INSPIRATIONAL MEDIA

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Destiny Jupiter Ascending. Dir. the Wachowskis.

Deus Ex Krull. Dir. Peter Yates.

DOOM The Last Starfighter. Dir. Nick Castle.

Environmental Station Alpha Macross. Creator Shōji Kawamori. OVERVIEW
EVE Online Mad Max series. Dir. George Miller.

Final Fantasy The Martian. Dir. Ridley Scott.

Halo The Matrix series. Creators the Wachowskis. CHARACTER
Mass Effect Metropolis (1927). Dir. Fritz Lang. CREATION

Master of Orion Metropolis (2001). Dir. Rintaro.

Metroid Minority Report. Dir. Steven Spielberg. RACES

Out of this World Moon. Dir. Duncan Jones.

Phantasy Star Nausicaä of the Valley of the Wind. Dir. Hayao Miyazaki. CLASSES
Read Only Memories Pacific Rim. Dir. Guillermo del Toro.

Sid Meier’s Alpha Centauri Pitch Black. Dir. David Twohy.

Star Trek Online Planet of the Apes (1968). Dir. Franklin J. Schaffner. SKILLS

Star Wars: The Old Republic Predator. Dir. John McTiernan.

Starcraft Pumzi. Dir. Wanuri Kahiu. FEATS
Stellaris Robotech. Creator Carl Macek.

Syndicate The Running Man. Dir. Paul Michael Glaser.

System Shock Serenity. Dir. Joss Whedon. EQUIPMENT
VA-11 HALL-A: Cyberpunk Bartender Action SilverHawks. Creators Jules Bass & Arthur Rankin Jr.

Wing Commander Space Battleship Yamato. Creator Yoshinobu Nishizaki.

X-COM Stargate series. Creators Dean Devlin & Roland Emmerich. TACTICAL
Xenoblade Chronicles X Starship Troopers. Dir. Paul Verhoeven. RULES

FILM AND TELEVISION Star Trek series. Creator Gene Roddenberry. STARSHIPS
Star Wars series. Creator George Lucas.

2001: A Space Odyssey. Dir. Stanley Kubrick. Steven Universe. Creator Rebecca Sugar.

Æon Flux. Dir. Peter Chung. The Thing. Dir. John Carpenter. MAGIC AND
SPELLS
16651334 The Adventures of the Galaxy Rangers. Creator Robert Mandell. Thundarr the Barbarian. Creator Steve Gerber. 4254878

Alien series. Creator Dan O'Bannon. Total Recall. Dir. Len Wiseman. GAME
Alien Nation. Dir. Graham Baker. The Twilight Zone. Creator Rod Serling. MASTERING
Avatar. Dir. James Cameron. Westworld. Creators Lisa Joy & Jonathan Nolan.

Babylon 5. Creator J. Michael Straczynski. TABLETOP RPGS SETTING
Battlestar Galactica. Creator Glen A. Larson.

The Big O. Creators Kazuyoshi Katayama & Keiichi Sato. Achtung! Cthulhu

The Black Hole. Dir. Gary Nelson. Cyberpunk and Cyberpunk 2020 PATHFINDER
Blade Runner. Dir. Ridley Scott. Expedition to the Barrier Peaks LEGACY

Blake’s 7. Creator Terry Nation. Eclipse Phase

Captain Simian & the Space Monkeys. Creator Gordon Bressack. Firefly Role-Playing Game

Cosmos series. Creators Carl Sagan, Ann Druyan & Steven Soter. Gamma World

Cowboy Bebop. Creator Shinichirō Watanabe. Interface Zero 2.0

Crumbs. Dir. Miguel Llansó. Lords of Creation

District 9. Dir. Neill Blomkamp. Mutant Chronicles

Doctor Who. Creators Sydney Newman, C.E. Webber & Numenera

Donald Wilson. Part-Time Gods

Event Horizon. Dir. Paul W. S. Anderson. Pathfinder RPG: Iron Gods Adventure Path

Ex Machina. Dir. Alex Garland. Rifts

Farscape. Creator Rockne S. O'Bannon. Shadowrun

The Fifth Element. Dir. Luc Besson. SLA Industries

Firefly. Creator Joss Whedon. Space Opera

Futurama. Creator Matt Groening. Spelljammer

Gravity. Dir. Alfonso Cuarón. Star Frontiers

Guardians of the Galaxy. Dir. James Gunn. Star Wars: Edge of the Empire

Heavy Metal. Dir. Gerald Potterton. Titansgrave: The Ashes of Valkana

Interstellar. Dir. Christopher Nolan. Torg

Jason X. Dir. James Isaac. Traveller

John Carter. Dir. Andrew Stanton. Warhammer 40,000

INSPIRATIONAL MEDIA 517

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INDEX

Abadar 483 proficiency 242 character conversion 503–505

AbadarCorp 473 upgrades 204–207 character creation 14–17

Aballon 436–437 Armor Class 16, 240 character sheet 14, 522–523

ability damage 252 armor storm (soldier fighting style) 113 Charisma (ability) 21

ability drain 252 Arquand 463 charm (descriptor) 269–270

ability scores 18–21 asleep (condition) 273 CL (caster level) 331

ability quick picks 19–20 Aspis Consortium 495 classes 58–129

buying ability scores 18–19 Athletics (skill) 136–137 cold dangers 400

checks 21, 242 climb 136 cold iron (special material) 191

leveling up and ability scores 21 jump 136–137 combat maneuvers 246

modifiers 21 swim 137 combat rules 238–287

rolling ability scores 20 attacks 240–241 actions in combat 244–249

Absalom Station 440–441 attack action 244–245 bonuses 266–267

AC (Armor Class) 16, 240 attack rolls 240 combat basics 238–243

ace pilot (theme) 29 automatic misses and hits 240 combat modifiers 253–254

Acrobatics (skill) 135–136 critical hits 245 conditions 273–277

actions in combat 244–249 full attacks 248 defining effects 268–272

full actions 248 melee attacks 240 injury and death 250–252

move actions 247 ranged attacks 240 movement and 255–259

other actions 249 attacks of opportunity 248–249 position

reactions 248–249 attitude 139–140 penalties 267

standard actions 244–247 Aucturn 460–461 senses 260–261

swift actions 247 augmentations 208–212 special abilities 262–265

adamantine (special material) 191, 408 Augmented 475 compulsion (descriptor) 270

advanced melee 169, 171–173, 188 automatic (weapon special property) 180 computers (equipment) 213–217

weapons awareness 260 Computers (skill) 137–139

adventures and campaigns 388–393 Azlanti Star Empire 463, 495 communication 430

designing encounters 388–390 basic melee weapons 169, 171 concealment 253

experience points 390 Besmara 483 conditions 273–277

16651335 starship encounters 326 biotech 211–212 cone (effect shape) 268

stat blocks 388, 420–421 blast (weapon special property) 180 confused (condition) 273–274

wealth 391–392 bleed (critical hit effect) 182 Constitution (ability) 21

aerial terrain 396 bleeding (condition) 273 corrode (critical hit effect) 182

afflictions 414–419 blinded (condition) 273 cover 253–254

curses 414, 418 blindsense 262–263 cowering (condition) 274

diseases 414–415, 418–419 blindsight 263 CR (challenge rating) 389, 390

drugs 231–232, 417, 419 blitz (soldier fighting style) 113–114 crafting equipment 235

poisons 232, 415–417, 419 block (weapon special property) 181 computers 138, 235

AG (After Gap) 430 Bluff (skill) 137 drug, medicinal, poison 142, 145, 235

aid another (skills) 133 bombard (soldier fighting style) 114 food and drink 143, 235

Akashic (mystic connection) 85 bonuses 266–267 hybrid items 141, 143, 235

Akiton 442–443 boost (weapon special property) 181 magic items 143, 235

alignment 24–25 bounty hunter (theme) 30 technological items 141, 235

ammunition 168, 170, 179, 190 BP (Build Points) 293, 294 weapon fusions 143, 235

analog (weapon special property) 180 breaking objects 409 creation (descriptor) 270

android 42–43 Bretheda 456–457 credits 166

Android Abolitionist Front 474 bright (weapon special property) 181 critical hit 245

APL (Average Party Level) 388–389 broken (condition) 273 critical hit effects 182

Apostae 458–459 bulk 167 cryo (weapon category) 183

aquatic terrain 396–397 bull rush (combat maneuver) 246 CT (critical threshold) 292, 321

arcane assailant 112–113 burn (critical hit effect) 182 Cult of the Devourer 496

(soldier fighting style) burning (condition) 273 Culture (skill) 139

arc (critical hit effect) 182 burst effect 268 currency 166

archaic (weapon special property) 180 calling (descriptor) 269 curses 414, 418

archetypes 126–129 campaigns 388–393 cybernetics 208–211

area of effect 268–269 captain 316, 322–323 cylinder (effect shape) 268

armor 196–207 (starship combat role) D (dismissible) 271

donning 196 carrying capacity 167 Daegox 4 464

environmental 196, 198–199 caster level 331 Daimalko 464

protection Castrovel 438–439 damage 240–241, 251–252, 320–322

powered 203–204, 242 challenge rating 389, 390 damage reduction 263

518 INDEX

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CORE RULEBOOK

Damoritosh 484 Engineering (skill) 141–142 grappled (condition) 276

daredevil (operative specialization) 94 entangle (weapon special property) 181 gravity 401–402

darkvision 263 entangled (condition) 275–276 Great Beyond 470–471

days of the week 431 environment 394–409 grenades 170, 178–179, 183–184

dazed (condition) 275 astronomical objects 394–395 guard (soldier fighting style) 114–115 OVERVIEW
dazzled (condition)
275 atmospheres 395–396 guarded step 247

DC (Difficulty Class) 132, 241, 392 biomes 396–398 gunner (starship combat role) 316, 324

dead (condition) 275 environmental rules 400–405 gunnery check 320 CHARACTER
CREATION
deafen (critical hit effect) 182 space 394 hacker (operative specialization) 94–95

deafened (condition) 275 weather 398–400 hack computer system 139

death 250, 393 envoy 60–67 half-elf 509 RACES

deities 482–493 envoy builds 66–67 halfling 511

descriptors 269–270 envoy improvisations 62–64 half-orc 510

desert terrain 397 expertise talents 64–65 handle animal 148 CLASSES

Desna 484 Eox 450–451 hardness (materials) 408–409

detective (operative specialization) 94 Eoxian ship styles 306–307 hardness (objects) 409

Devourer 485 equipment 166–235 healer (mystic connection) 86–87 SKILLS

Dexterity (ability) 20 armor 196–207 healing 251

Diaspora 448–449 augmentations 208–212 heat dangers 402–403 FEATS
computers 213–217 heavy armor 197–198
Difficulty Class 132, 241, 392

Diplomacy (skill) 139–140 drugs, medicinals, poisons 231–232 heavy weapons 169–170, 177–178

dirty trick (combat maneuver) 246 food and drink 233 Hellknights 477 EQUIPMENT
personal items 230–231
disable device 141–142 helpless (condition) 276

disarm (combat maneuver) 246 trade goods 232–233 hide 147–148

disarm (weapon special property) 181 weapons 168–195 hill and mountain terrain 397 TACTICAL
ethereal 354 RULES
diseases 414–415, 418–419 history 424

mental disease track 415 Ex (extraordinary abilities) 59, 262 hit-and-run (soldier fighting style) 115

physical disease track 414–415 example of play 10–11 Hit Points 22 STARSHIPS
sample diseases 418–419 exhausted (condition) 276
materials 408

contracting 417 exocortex 69, 79 objects 409

Disguise (skill) 140 experience points 26, 390 temporary Hit Points 251 MAGIC AND
SPELLS
16651336 dismissible 271 character advancement 26 HP (see Hit Points, Hull Points) 4254880

Dominion of the Black 496 awarding experience 390 Hull Points 292, 320–322

DR (damage reduction) 263 starship combat 326 human 44–45 GAME
MASTERING
Drift 291, 298, 424–425, 470 traps 410 hybrid items 226–227

description 290 explode (weapon special property) 181 Hylax 486

discovery of 424–425 explorer (operative specialization) 94 Ibra 486 SETTING

engines 298 extraordinary abilities 59, 262 icon (theme) 31

navigation 291 factions and organizations 472–481 Idari 446–447 PATHFINDER
LEGACY
drones 69, 74–79 falling 400–401 identify 133, 142, 143–144

advanced mods 78–79 fascinated (condition) 276 creature 133, 142, 143

basic mods 77–78 fatigued (condition) 276 magic item 143–144

drugs 231, 232, 417, 419 feats 152–163 spell being cast 143

DT (Damage Threshold) 292, 320 combat feats 152 technology 142

duration 270–271 feat table 152–154 incorporeal 264

dwarf 506 prerequisites 152 infospheres 430

dying (condition) 250, 275 feint 137 initiative 238

EAC (Energy Armor Class) 16, 240 first aid 143 injection (weapon special property) 181

earn a living 146, 147 flame (weapon category) 183 injection DC +2 (critical hit effect) 182

legerdemain 147 flanking 254 injury and death 250–252

Profession (skill) 146 flat-footed (condition) 276 Inner Sphere 470

elf 507 forest terrain 397 inspirational media 516–517

Eloritu 485 Fortitude saving throw 241 Intelligence (ability) 21

emanation effect 268 fractions (credits and bulk) 166–167 interstellar travel 424–425

Embroi 465 Free Captains 476 Intimidate (skill) 142

empath (mystic connection) 85–86 frightened (condition) 276 invisible 264

encounters 388–390 full actions 248, 278–280 Iomedae 487

encumbered (condition) 275 Gap 424 item level 167

Energy Armor Class 16, 240 gather information 140 Jedarat 465

energy resistance 264 ghost (operative specialization) 94 KAC (Kinetic Armor Class) 16, 240

energy types 169 GM (Game Master) 8 kasatha 46–47

engineer 316, 323–324 gnome 508 kasathan ship styles 308–309

(starship combat role) grapple (combat maneuver) 246 key ability score 19, 58

INDEX 519

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Kinetic Armor Class 16, 240 operative (weapon category) 184–185 Culture 139

Knights of Golarion 478 operative 181 Life Science 143

knockdown (critical hit effect) 182 (weapon special property) Mysticism 144

language-dependent (descriptor) 270 Oras 488 Physical Science 145

languages 40–41 Orikolai 466 Profession 146

Lao Shu Po 487 Orry 467 Reflex saving throw 241

laser (weapon category) 184–185 Outer Gods 493 religion 482

lashunta 48–49 Outer Sphere 470–471 repair item 138, 142, 144

legacy conversion 500–505 outlaw (theme) 33 computer system or module 138

leveling up 26–27 overburdened (condition) 276 hybrid item 142, 144

Liavara 454–455 overlord (mystic connection) 87–88 magic item 144

Life Science (skill) 142–143 Pact Worlds 428–461 technological item 142

light armor 197 Pact Worlds ship styles 310–311 reposition (combat maneuver) 246

lighting 261, 407–408 Pact Worlds timeline 426–427 reroll 243

limited telepathy 265 pain (descriptor) 270 Resolve Points 22–23

line (effect shape) 268 panicked (condition) 276 retraining 27

line (weapon special property) 181 paralyzed (condition) 276–277 ride a creature 149

line of effect 271 PC (player character) 8 Riven Shroud 468

line of sight 271 PCU (power core units) 296 rolling twice 243

longarms 169, 176–177 penalties 267 rounding 243

Lothun 466 penetrating 181 RP (Resolve Points) 22–23

low-light vision 264 (weapon special property) RPG (roleplaying game) 6

magic 330–339 Perception (skill) 144–145 S (shapable) 268

casting spells 330–332 personal upgrades 212 Sarenrae 489

combining magic effects 332 Pharasma 489 saving throws 16–17, 241–242

magic items 222–225 philosophies 482 scholar (theme) 35

marsh terrain 397–398 phrenic adept (archetype) 128 science officer 316, 324–325

materials 191, 408–409 Physical Science (skill) 145 (starship combat role)

mechanic 68–81 pilot (starship combat role) 316, 324 scrying (descriptor) 270

artificial intelligence 69 Piloting (skill) 145–146 sense-dependent (descriptor) 270

mechanic builds 80–81 pilot a starship 146, 316, 319–320 Sense Motive (skill) 146

16651337 mechanic tricks 71–74 pilot a vehicle 146, 278–280 sense through 264–265

Medicine (skill) 143 pinned (condition) 277 senses 260–261

mercenary (theme) 32 planes 470–471 imprecise 260

mind-affecting (descriptor) 270 plasma (weapon category) 185 precise 260

mindbreaker (mystic connection) 87 poisons 232, 415–417, 419 settlements 405–406

mk (mark) 514 Charisma poison track 417 examples of governments 405

modifier 266–267 Constitution poison track 415–416 examples of qualities 405–406

monster conversion 501–503 delivering 417 sample settlements 406

months 431 Dexterity poison track 415 settlement technology 406

move actions 247, 278 Intelligence poison track 416 severe wound (critical hit effect) 182

movement and position 255–259 sample poisons 419 Shadari 468

additional movement types 258–259 Strength poison track 415 shadow (descriptor) 270

multiplying 242–243 Wisdom poison track 416–417 shaken (condition) 277

mystic 82–91 powered (weapon special property) 181 shapable 268

connections 85–89 powered armor 203–204, 242 sharpshoot (soldier fighting style) 115

mystic builds 90–91 Preluria 467 Shield Points 292, 320–321

spell list 336–337 priest (theme) 34 shirren 50–51

Mysticism (skill) 143–144 Profession (skill) 146 shirren ship styles 312–313

nauseated (condition) 276 professional services 233–235 shock (weapon category) 186

Near Space 291 proficiency 242, 243 sickened (condition) 277

negative levels 252 armor 242 significant enemies 242

nonlethal (weapon special property) 181 weapons 243 silver (special material) 191

nonlethal damage 252 projectile (weapon category) 185–186 size and space 255

notice 144 prone (condition) 254, 277 skills 132–149

NPC (nonplayer character) 8 quick reload 182 acquiring skills 132

Nyarlathotep 488 (weapon special property) aid another 133

off-kilter (condition) 276 races 40–55 checks 132–133

off-target (condition) 276 radiation 403–404 identify creatures 133

operative 92–99 reach (weapon special property) 182 recall knowledge 133–134

operative builds 98–99 reach and threatening 255 summary table 134

operative exploits 95–97 reactions 248–249 sleep deprivation 404

specializations 94–95 recall knowledge 133–134 Sleight of Hand (skill) 146–147

520 INDEX

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CORE RULEBOOK

small arms 169, 173 building 293–294 UPB (Universal Polymer Base) 233

smoke effects 404 computer 297–298 Unseen 497

sniper (weapon special property) 182 defensive countermeasures 298 unseen creatures 261

sniper weapons 170, 178 Drift engines 298 unwieldy (weapon special property) 182

sniping 148 expansion bays 298–300 urban terrain 398 OVERVIEW
solarian 100–109
navigating 145–146, 290–291 Urgathoa 491

solar manifestation 101–102 piloting 146, 316, 319–320 Vast 291

solarian builds 108–109 power core 296 vehicles 228–229, 278–287 CHARACTER

stellar revelations 102–107 refitting and upgrading 305 actions 278–280 CREATION

weapon crystals 170, 179–180, 186 sample ships 305–315 chases 282–287

zenith revelations 103, 107 security 300 collision damage 229 RACES

soldier 110–117 sensors 300–301 combat 278–281

fighting styles 112–115 shields 292, 302, 320–321 piloting 146, 278–280

gear boosts 111–112 thrusters 296–297 sample vehicles 228–229 CLASSES

soldier builds 116–117 weapon special properties 304–305 statistics 228

sonic (weapon category) 186–187 weapons 302–305 Verces 444–445

Sp (spell-like abilities) 59, 262 starvation and thirst 404 vesk 52–53 SKILLS

SP (Stamina Points) 22, 241 stat blocks 388, 420–421 Veskarium 469

space travel 290–291 Stealth (skill) 147–148 Veskarium ship styles 314–315 FEATS
standard navigation 290–291 vision and light 261
Stewards 480

and astrogation Strength (ability) 20–21 wealth 16, 391–392

Drift navigation 291 structures 406–408 character wealth by level 391–392 EQUIPMENT
spacefarer (theme)
36 doors 406–407, 408 gains by encounter 391

special abilities 262–265 lighting 407–408 starting (1st level) 16

special weapons 170, 179 walls 408 weapons 168–195 TACTICAL
stun (weapon special property) 182 advanced melee 169, 171–73, 188 RULES
speed 255

spell resistance 265 stunned (condition) 277 ammunition 168, 170, 179, 190

spell-like abilities 59, 262 stunned (critical hit effect) 182 basic melee 169, 171 STARSHIPS
critical effects 182
spells 330–385 Su (supernatural abilities) 59, 262

spell description format 332–335 suffocation and drowning 404–405 damage 169

spell lists 335–339 summoning (descriptor) 270 fusions 191–195 MAGIC AND

16651338 sphere (effect shape) 268 sun 434–435 grenades 170, 178–179, 183–184
 SPELLS 4254882

spread effect 268 sunder (combat maneuver) 246 heavy weapons 169–170, 177–178

spy (operative specialization) 95 supernatural abilities 59, 262 improvised weapons 169 GAME
SR (spell resistance) 265 MASTERING
surprise 239 longarms 169, 176–177

stabilize 250 Survival (skill) 148–149 proficiency 243

stable (condition) 277 Swarm 497 small arms 169, 173 SETTING
staggered (condition) sniper weapons 170, 178
277 swift actions 247

staggered (critical hit effect) 182 Tabori Cluster 469 solarian weapon crystals 170, 179, 186 PATHFINDER
LEGACY
Stamina Points 22, 241 take 10 and take 20 133 special properties 180–182

standard actions 244–247 Talavet 490 special weapons 170, 179

star shaman (mystic connection) 88–89 target 272 specialization 59, 163, 243

Starfinder forerunner (archetype) 129 technological items 218–221 starship weapons 302–305

Starfinder Society 479 technomancer 118–125 weapon categories 183–190

starship combat 316–327 magic hacks 119, 120–123 weapon types 169–170

armor class 292, 320 spell list 338–339 wielding 168, 243

attacking 320 technomancer builds 124–125 weather 398–400

crew actions 322–326 telepathy 265 endure severe weather 148

critical damage 321 teleportation (descriptor) 270 predicting 149

damage 320–322 themes 28–37 Weydan 491

Hull Points 292, 320–321 themeless 28 Will saving throw 241

minor actions 326 thief (operative specialization) 95 Wisdom (ability) 21

moving 317–320 threatened squares 255 wound (critical hit effect) 182

piloting 146, 316, 319–320 thrown (weapon special property) 182 xenodruid (mystic connection) 89

roles 316 TL (target lock) 292, 320 xenoseeker (theme) 37

rounds and phases 317 tracking 148 Xenowardens 481

shields 292, 320–322 traps 410–413 XP (experience points) 26, 390

skill use 134 Triaxus 452–453 Yaraesa 492

target lock 292, 320 trip (combat maneuver) 246 ysoki 54–55

starship sheet 524 trip (weapon special property) 182 zero gravity 402

starships 292–327, 392 Triune 490 Zon-Kuthon 492

armor 297 unconscious (condition) 277

base frames 294–296 underwater combat 405

INDEX 521

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CHARACTER NAME CHARACTER SHEET
DESCRIPTION

CLASS/LEVEL RACE THEME

SIZE SPEED GENDER HOME WORLD

ALIGNMENT DEITY PLAYER DEX MISC
TOTAL MODIFIER MODIFIER
ABILITY SCORES
INITIATIVE =+
SCORE MODIFIER UPGRADED UPGRADED HEALTH AND RESOLVE =+
SCORE MODIFIER

STR STAMINA POINTS HIT POINTS RESOLVE POINTS

STRENGTH TOTAL

DEX CURRENT

DEXTERITY ARMOR CLASS

CON ENERGY TOTAL ABROMNUOSR MDEOXD MMIOSDC
ARMOR CLASS
CONSTITUTION EAC =10+ ++

INT

INTELLIGENCE

WIS

WISDOM

CHA

CHARISMA

SKILLS SKILL RANKS KAC KINETIC =10+ + +
PER LEVEL ARMOR CLASS

AC VS. = 8 + KAC
COMBAT MANEUVERS
TOTAL CLASS ABILITY MISC
RANKS BONUS MOD MOD

¨ ACROBATICS* (DEX) =++ + DR RESISTANCES

¨ ATHLETICS* (STR) =++ + SAVING THROWS
TOTAL
¨ BLUFF (CHA) =++ + BASE SAVE ABILITY MOD MISC MOD
FORTITUDE
✝¨ COMPUTERS (INT) =++ + =++
(CONSTITUTION)
16651339 ✝¨ CULTURE (INT) =++ + =++ 4254883
REFLEX
¨ DIPLOMACY (CHA) =++ + =++
(DEXTERITY)
¨ DISGUISE (CHA) =++ + BASE ATTACK BONUS
WILL (BAB)
✝¨ ENGINEERING (INT) =++ +
(WISDOM) BAB STR MOD MISC MOD
¨ INTIMIDATE (CHA) =++ +
ATTACK BONUSES = ++
✝¨ LIFE SCIENCE (INT) =++ + TOTAL

MELEE ATTACK

✝¨ MEDICINE (INT) =++ + TOTAL BAB DEX MOD MISC MOD

✝¨ MYSTICISM (WIS) =++ + RANGED ATTACK = ++

¨ PERCEPTION (WIS) =++ + TOTAL BAB STR MOD MISC MOD
✝¨ PHYSICAL SCIENCE (INT) =++ +
¨ PILOTING (DEX) =++ + THROWN ATTACK = + +
✝¨ PROFESSION =++ +
WEAPONS LEVEL ATTACK BONUS DAMAGE
(CHA, INT, OR WIS)
WEAPON

✝¨ PROFESSION CRITICAL RANGE TYPE AMMO/USAGE SPECIAL
(CHA, INT, OR WIS)
=++ +

WEAPON LEVEL ATTACK BONUS DAMAGE
CRITICAL
¨ SENSE MOTIVE (WIS) = ++ +
+
✝¨ SLEIGHT OF HAND* (DEX) = ++ + RANGE TYPE AMMO/USAGE SPECIAL
+
¨ STEALTH* (DEX) = ++ WEAPON LEVEL ATTACK BONUS DAMAGE
CRITICAL
¨ SURVIVAL (WIS) = ++

✝Trained Only ¨✓ Class Skill *Armor check penalty applies RANGE TYPE AMMO/USAGE SPECIAL

SKILL NOTES WEAPON LEVEL ATTACK BONUS DAMAGE
CRITICAL
RANGE TYPE AMMO/USAGE SPECIAL

CHARACTER Permission granted to photocopy for personal use. © 2017 Paizo Inc.

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ABILITIES GEAR CHARACTER SHEET

SPELLS KNOWN
0 SPELLS KNOWN

SPELLS KNOWN SPELLS PER DAY SPELL SLOTS USED

1ST

SPELLS KNOWN SPELLS PER DAY SPELL SLOTS USED

2ND

FEATS AND EQUIPMENT LEVEL BULK
PROFICIENCIES
SPELLS KNOWN SPELLS PER DAY SPELL SLOTS USED 4254884
16651340
3RD

SPELLS KNOWN SPELLS PER DAY SPELL SLOTS USED

4TH

CREDITS TOTAL SPELLS KNOWN SPELLS PER DAY SPELL SLOTS USED
OTHER WEALTH BULK
5TH

CARRYING CAPACITY

UNENCUMBERED ENCUMBERED OVERBURDENED SPELLS KNOWN SPELLS PER DAY SPELL SLOTS USED

LANGUAGES 6TH

WORKING SF Character Sheet.indd 2 EXPERIENCE POINTS

16651340 XP NEXT
EARNED LEVEL

Permission granted to photocopy for personal use. © 2017 Paizo Inc.

SHEET

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STARSHIP NAME TIER STARSHIP SHEET

FORWARD SHIELDS TOTAL PILOT ARMOR SIZE MISC
RANKS BONUS MOD MOD
FORWARD
MAKE AND MODEL ARC AC =10+ ++ +

TOTAL PILOT COUNTER- SIZE MISC
RANKS MEASURES MOD MOD

SIZE FRAME TL =10+ ++ +

TOTAL CURRENT
HULL
POINTS

SPEED

STARBOARD SHIELDS DAMAGE CRITICAL
THRESHOLD THRESHOLD
PORT SHIELDS
MANEUVERABILITY PORT STARBOARD
ARC ARC

SHIELD TOTAL

DRIFT RATING

AFT MODIFIERS
ARC
WEAPONS WEAPONS
(FORWARD) AFT SHIELDS (TURRET)
WEAPONS
WEAPONS WEAPONS
(PORT) (AFT) (STARBOARD)

16651341 4254885

CREW NOTES
CAPTAIN
ENGINEERS
GUNNERS
PILOT
SCIENCE OFFICERS

POWER CORE SYSTEMS EXPANSION BAYS CARGO/PASSENGERS

DRIFT ENGINE

CRITICAL DAMAGE

LIFE SUPPORT (1–10)

GLITCHING MALFUNCTIONING WRECKED
WRECKED
SENSORS (11–30) GLITCHING MALFUNCTIONING WRECKED

GLITCHING MALFUNCTIONING FORWARD FORWARD FORWARD
(1) (1) (1)
WEAPONS ARRAY (31–60)

ENGINES (61–80) PORT STARBOARD PORT STARBOARD PORT STARBOARD
(4) (2) (4) (2) (4) (2)

GLITCHING MALFUNCTIONING WRECKED AFT AFT AFT
WRECKED (3) (3) (3)
POWER CORE (81–00)

GLITCHING MALFUNCTIONING

STARSHIP SHEET Permission granted to photocopy for personal use. © 2017 Paizo Inc.

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PLAY ANYWHERE!

Join thousands of other bold starfaring adventurers as part of the
Starfinder Society Roleplaying Guild, Paizo’s massive new organized
play campaign! Starfinder Society creates a welcoming game space for
players of all types and experience levels. Playable in homes, in game
stores, at conventions, or online, Starfinder Society is perfect for new
players looking to get started, experienced players seeking groups in
their area, or longtime groups ready to leave their mark on the Starfinder
universe. Learn more at paizo.com/starfindersociety.

OPEN GAME LICENSE VERSION 1.0A 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
The following text is the property of Wizards of the Coast, Inc. and is portion of this License to include the exact text of the COPYRIGHT NOTICE
16651342 Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved. of any Open Game Content You are copying, modifying or distributing, 4254886
16651342
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3. Offer and Acceptance: By Using the Open Game Content You indicate Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
Your acceptance of the terms of this License. System Reference Document © 2000, Wizards of the Coast, Inc.; Authors:
4. Grant and Consideration: In consideration for agreeing to use this Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary
License, the Contributors grant You a perpetual, worldwide, royalty-free, Gygax and Dave Arneson.
non-exclusive license with the exact terms of this License to Use, the Open Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason
Game Content. Bulmahn, Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen
5. Representation of Authority to Contribute: If You are contributing Radney-MacFarland, Mark Seifter, Owen K.C. Stephens, and James L. Sutter,
original material as Open Game Content, You represent that Your Contributions with Alexander Augunas, Judy Bauer, John Compton, Adam Daigle, Crystal
are Your original creation and/or You have sufficient rights to grant the rights Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica
conveyed by this License. Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.

paizo.com #22511681, Jessie Berry <[email protected]>, Apr 19, 2020

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ENHANCE YOUR STARFINDER CAMPAIGNS WITH THESE
EXCITING ACCESSORIES!

The Starfinder Core Rulebook has all the rules you need to play the game, but there are still light years of new territory to explore!
Let veteran authors surprise you with the twists and turns of an entire Starfinder campaign in the Starfinder Adventure Path
or bring your game to life on the table with gorgeous maps and character pawns designed specifically for Starfinder’s brand
of science fantasy. And the fun isn’t just for Game Masters—every hero deserves to be fully detailed in the Starfinder Player
Character Folio! However you play, Paizo has products to help streamline your game and immerse you in a universe full of weird
worlds and unique aliens. After all, when the stars are your destination, you can never be too prepared!

STARFINDER PLAYER CHARACTER FOLIO

This deluxe player character portfolio helps you keep track of your character with expanded
character sheet sections, quick rules references and tables, a section for detailing your starship’s

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statistics and capabilities, space to list gear and treasure, room to lavishly chronicle your character’s
history and achievements, folder-flaps to hold handouts and other documents, and more!
$9.99 • PZO7103 • ISBN 978-1-60125-958-5

HE PERFECT FIREWALL! GM SCREEN STARFINDER GM SCREEN

ct your important notes and die rolls from players’ prying eyes with the Star nder Protect your important notes and die rolls from players’ prying eyes with the Starfinder GM Screen!
creen! This beautiful, four-panel screen features stunning artwork from Ignacio This beautiful four-panel screen features stunning artwork of a breathtaking battle scene on the
n Lazcano on the players’ side and a huge number of tools and tables on the players’ side and a huge number of helpful tables and information on the GM’s side to speed up play
side to speed up play and keep key figures at your fingertips. With helpful rules and keep key rules at your fingertips.
eminders about tactical and starship combat, skill Difficulty Classes, common $19.99 • PZO7102 • ISBN 978-1-60125-957-8
tions, environmental radiation, zero gravity, and more, this GM screen gives you
nformation you need to keep the game fast and fun. Constructed of ultra-high- GM SCREEN
hardcover-book stock, this durable screen is perfect for convention play or use
ur regular home game. 3/28/17 7:16 PM

rfinder STARFINDER FLIP-MAT: BASIC TERRAIN

Printed in China. PZO7102 An abandoned space station, an alien landscape, the twisting corridors of your own starship—the
possibilities for adventure are endless with Starfinder Flip-Mat: Basic Terrain! Appropriate for use with
any roleplaying game, this invaluable gaming accessory presents two subtle textures—dusty ground
and metallic grating—providing Game Masters with a blank canvas on which to create any space-age
facility, terrestrial battlefield, or adventure set piece they desire.
$14.99 • PZO7301 • ISBN 978-1-60125-962-2

paizo.com #22511681, Jessie Berry <[email protected]>, Apr 19, 2020

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STARFINDER FLIP-MAT: BASIC STARFIELD

Fill the peaceful void of space with missiles and laser strikes with Starfinder Flip-Mat: Basic Starfield!
Created with a hex grid for Starfinder’s unique starship combat system, Flip-Mat: Basic Starfield comes
with two different starfield backgrounds to let you craft epic starship battles. Whether the player
characters are bold starfighter pilots strafing an enemy dreadnought or intrepid smugglers running a
corporate blockade, this extra-large Flip-Mat has you covered.
$19.99 • PZO7302 • ISBN 978-1-60125-963-9

STARFINDER ADVENTURE PATH #1: INCIDENT AT ABSALOM STATION
(DEAD SUNS 1 OF 6)

The Dead Suns Adventure Path kicks off with Incident at Absalom Station, the inaugural adventure for
the Starfinder Roleplaying Game. A deserted mining ship emerges from hyperspace at Absalom Station,
towing a mysterious asteroid behind it. After battling warring factions on the station, the heroes are
recruited to explore the asteroid and discover the fate of the ship’s missing crew, only to learn that the
asteroid is a fragment of a larger, ancient structure—an alien weapon that could threaten the safety and
security of all of the Pact Worlds should it fall into the wrong hands.
$22.99 • PZO7201 • ISBN 978-1-60125-961-5

STARFINDER ADVENTURE PATH #2: TEMPLE OF THE TWELVE
(DEAD SUNS 2 OF 6)

Now that they’re members of the Starfinder Society and captains of their very own ship, the heroes

head to the planet Castrovel, home of some of the best universities in the Pact Worlds, to research

clues they found on a mysterious asteroid. On Castrovel, their findings point toward an ancient elven

temple-city called the Temple of the Twelve, which is lost deep in the planet’s teeming jungles. But

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Devourer—who are also interested in the asteroid’s secrets and have their own plans for the ancient

alien superweapon if they find it first!

$22.99 • PZO7202 • ISBN-13: 978-1-60125-976-9

STARFINDER CARDS: STARFINDER CONDITION CARDS

Never miss a modifier! With Starfinder condition cards, GMs and players have all the rules for the
game’s most common conditions at their fingertips. Simply hand your players the appropriate cards
for their conditions, and there’s no need to go digging through a rulebook. Did your technomancer turn
invisible? Did that alien paralyze your soldier with its venom? From bleeding and blinded to confused
and panicked, these cards have the rules you need precisely when you need them.
$12.99 • PZO7104 • ISBN-13: 978-60125-968-4

STARFINDER CORE RULEBOOK PAWN COLLECTION

The friends and foes from the Starfinder Roleplaying Game have landed in the Starfinder Core Rulebook
Pawn Collection, featuring a horde of pawns for use with the Starfinder Roleplaying Game, the Pathfinder
Roleplaying Game, or any tabletop RPG! What’s more, the set also contains more than a dozen different
starship pawns designed for use with Starfinder’s starship combat system! Printed on sturdy cardstock,
each double-sided pawn presents a beautiful full-color image of a character or creature drawn from
the Starfinder Core Rulebook and the Starfinder: First Contact free preview bestiary. These pawns are
perfect for representing both player characters and their fearsome opponents.
$24.99 • PZO7402 • ISBN 978-1-60125-960-8

Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc.; Dead Suns Adventure paizo.com
Path, Pathfinder Roleplaying Game, Starfinder, the Starfinder logo, Starfinder Adventure Path, Starfinder Flip-Mat, and Starfinder Pawns are
trademarks of Paizo Inc.

paizo.com #22511681, Jessie Berry <[email protected]>, Apr 19, 2020
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THE INVASION
BEGINS!

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ALIEN ARCHIVE

Battle or befriend more than 80 bizarre life forms in this 160-page hardcover creature collection for
the Starfinder Roleplaying Game! Every new world and space station comes with its own dangers,
from strange new cultures to robotic killing machines to alien predators ready to devour unwary
spacefarers. Inside this book, you’ll find rules and ecologies for creatures from across the known

multiverse, plus alien equipment and more. Best of all, a robust system for creating your own
creatures ensures that your parties will never be without weird new aliens to fight or befriend. Racial
rules for many of these new organisms even let you be the alien, making the Alien Archive not just a
collection of creatures to kill but a fascinating menu of creatures to be! Want to play a hyperevolved

floating brain? A mighty dragonkin? A silicon-based crystalline slug? Explore the limits of your
galaxy and your game with the Starfinder Alien Archive!

AVAILABLE OCTOBER 2017!

Paizo, Paizo Inc., and the Paizo golem logo, are registered trademarks of Paizo Inc. Starfinder and the Starfinder logo are trademarks of Paizo Inc. paizo.com

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SHOOT FOR THE STARS

Blast off into a galaxy of adventure with
the Starfinder Roleplaying Game! Step
into your powered armor and grab your magic-
infused laser rifle as you investigate the
mysteries of a weird universe with your bold
starship crew. Inside this book, you’ll find:

D All of the rules you need to play or run
a game of Starfinder.

D Seven character classes, from
the elite soldier and stealthy
operative to the physics-
hacking technomancer and
mind-bending mystic.

D Character races both new
and classic, from androids,
insectile shirrens,
ratlike ysoki, and
reptilian vesk to the
dwarves and elves of
the distant future.

D An in-depth exploration of the
Starfinder setting, including its
planets, gods, factions, and threats.

D Hundreds of weapons, spells, technological
gadgets, magic items, and other options to
outfit any character.

D Complete rules for starships, including
customization and starship combat.

D Rules and tips on using Pathfinder RPG
content with Starfinder.

paizo.com/starfinder

Printed in China. PZO7101


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