PATHFINDER 13
LEGACY
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
those races in her setting. Skill Names
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
Pathfinder RPG skill with the Starfinder skill indicated in the
Actions right column of the table below. If the entry has a dash, you
can simply assume that the PCs succeed at all skill checks of
Starfinder has a different set of actions than the Pathfinder that type.
RPG. If rules for a type of action are already provided in
Starfinder, use the new rules. Other abilities require the PATHFINDER RPG SKILL STARFINDER SKILL
following adjustments. Appraise —
D Free Actions: Most abilities that require a free action in the Climb Athletics
Craft Engineering, Mysticism, or Profession
Pathfinder RPG instead require a swift action in Starfinder. of appropriate type
For any Pathfinder action that needs to be used an unlimited Disable Device Engineering
number of times in Starfinder, treat it as a free action. Escape Artist Acrobatics
D Full-Round Action: Full-round actions change to full actions. Fly Acrobatics
D Immediate Action: Pathfinder RPG immediate actions used by a Handle Animal Survival
character when it isn’t that character’s turn use that character’s Heal Medicine
reaction in Starfinder, and those used on that character’s turn Knowledge (arcana) Mysticism
use his swift action. If a character uses an ability as a swift Knowledge (dungeoneering) Physical Science
action, he can’t use his reaction to use that same ability again Knowledge (engineering) Engineering
until the start of his next turn, and vice versa. Knowledge (geography) Physical Science
Knowledge (history) Culture
Bonus Types Knowledge (local) Culture
Knowledge (nature) Life Science
It is important to note that Starfinder doesn’t use certain Knowledge (nobility) Culture
types of bonuses. If an ability or effect grants one of the Knowledge (planes) Mysticism
bonuses listed below, you will need to convert that bonus Knowledge (religion) Mysticism
type. (Remember that bonuses of the same type still don’t Linguistics Culture
stack.) In most cases, these changes are fairly straightforward Perform Profession of appropriate type
and won’t cause problems, but you should endeavor to keep Ride Survival
bonuses that increase AC rare. See pages 266–267 for more Spellcraft Mysticism
about bonus types. Swim Athletics
Use Magic Device —
PATHFINDER RPG BONUS STARFINDER BONUS
Alchemical Enhancement
Competence Insight
500 PATHFINDER LEGACY
Touch Attacks CORE RULEBOOK 13
Because touch AC isn’t used in Starfinder, any touch attacks class feature) that uses them. If you do so, a monster should OVERVIEW
should target EAC instead. have a number of Resolve Points equal to 3 + one-fifth of its CR
(rounded down). CHARACTER
MONSTER CONVERSION CREATION
Attacks RACES
For the most part, Pathfinder RPG monsters can be used in a
Starfinder game with few changes. Detailed rules for creating You might decide to give a converted monster a plasma CLASSES
Starfinder monsters and NPCs from scratch will be presented in sword, a laser pistol, or another Starfinder weapon (see Gear
the Starfinder Alien Archive using a system of benchmarks similar and Treasure starting on page 502). If you do so, you need SKILLS
to those found in Pathfinder RPG Pathfinder Unchained, which to do two other things. First, ignore any iterative attacks the
allows even relatively new Game Masters to create interesting monster might have from a high base attack bonus. Instead, FEATS
and balanced creatures by making a few key decisions. it can attack once with the new weapon at its highest attack
bonus or attack twice by taking a full attack action (with a –4 EQUIPMENT
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 TACTICAL
guidelines should be usable in a Starfinder game, it won’t be addition to the monster’s Strength bonus for melee attacks, of RULES
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 STARSHIPS
Pathfinder stat block. Alternatively, you can use a Pathfinder RPG monster’s full MAGIC AND
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 SPELLS
like the multiattack ability that some monsters have in Starfinder, GAME
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 MASTERING
remember that in Starfinder all constructs have either the magical attack (two attacks at its highest attack bonus with a –4 penalty SETTING
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. PATHFINDER
constructs and robots are technological constructs. Constructs LEGACY
are not immune to spells, afflictions, and other effects that For example, a harpy (Pathfinder RPG Bestiary 172) has an
specifically note that they target or affect constructs. attack entry that reads, “Melee morningstar +8/+3 (1d8+1),
2 talons +3 (1d6).” The harpy could attack as normal to make
Senses two morningstar attacks (one at +8 and one at +3) plus two
talon attacks (at +3 each). In this case, her successful attacks
Senses such as lifesense and scent are presented slightly would deal the amount of damage listed in her Pathfinder stat
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
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
Armor Class accurate than Pathfinder RPG monsters because of how full
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
a longsword) target KAC. When converting a Pathfinder RPG Critical Hits: A converted monster deals automatic critical
monster to Starfinder, treat its normal AC as its KAC (if the damage when it rolls a natural 20 on its attack, with no
monster functions in a combat role as defined on page 323 of confirmation roll. However, if a monster’s weapon or attack has
the Pathfinder RPG Bestiary, add 1 to its KAC) and subtract 1 an expanded critical range, it must roll to confirm the critical on
from its normal AC to obtain its EAC. You can ignore the flat- any result that is in that range but isn’t a 20. For example, if a
footed AC, because in Starfinder, flat-footed is simply a condition marilith rolled a 20 on her longsword attack (2d6+8/17–20), she
that applies a –2 penalty to both EAC and KAC regardless of the would automatically score a critical hit and deal double damage.
affected monster’s Dexterity bonus. If she rolled a 17, 18, or 19, she must hit with a confirmation roll
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
abilities that require you to know a target’s Hit Dice operate Spells and Spell-Like Abilities
using the target’s level or CR instead. Unlike a player character,
however, a monster doesn’t have Stamina Points, and it will only If a Pathfinder RPG monster can cast a spell or use a spell-like
need to have Resolve Points if you give it a new ability (or a ability with the same name as a Starfinder spell, use the rules
for the Starfinder spell. Otherwise, use the Pathfinder RPG
LEGACY CONVERSION 501
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
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
502 PATHFINDER LEGACY
CORE RULEBOOK 13
and wear armor that are appropriate to that game’s fantasy QUICK CONVERSION OVERVIEW
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 CHARACTER
technology hasn’t advanced very far or a planet that simply away, you can use one of an appropriate CR from any Pathfinder CREATION
benefits from a high concentration of magic), you might want RPG Bestiary volume, and use it within moments. Simply convert RACES
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 CLASSES
level that is close to the monster’s CR! quick encounters, chances are your players will defeat the monster
and move on without really noticing the difference! SKILLS
The type of treasure the PCs receive after defeating a
converted monster should be commensurate with the guidelines FANTASY CHARACTERS OUT OF TIME FEATS
presented on page 391. However, any treasure that grants a
bonus to attack rolls or AC (such as the magic items used by Whether due to a rip in the space-time continuum or the whim of a EQUIPMENT
a monster) should not be part of that treasure. You will need deity, you might allow one or more of your players to use their already
to convert such items into similar magic items from Chapter 7 established Pathfinder RPG characters in a Starfinder campaign. This TACTICAL
before the PCs get ahold of them. will require no small amount of work, but you can essentially use the RULES
same guidelines for converting a monster. Remember, however, that
Special Abilities most Pathfinder RPG characters will be unfamiliar with the advanced STARSHIPS
technology readily available in a Starfinder campaign, especially the MAGIC AND
Most of a converted Pathfinder RPG monster’s special abilities ranged weapons. Such characters will eventually want to take at
can be used as written, though some require a bit of adjusting. least one of the proficiency feats and the Weapon Specialization feat SPELLS
D Abilities that Emulate Spells: An ability functioning as a found in Chapter 6. At your discretion, you can grant a converted GAME
character the Small Arm Proficiency feat as a bonus feat after an
Pathfinder RPG spell can use the rules for that spell, unless extended period of training (best handled in a montage, of course). MASTERING
there is a Starfinder spell with the same name. SETTING
D Afflictions: Curses, diseases, and poisons function Intrigue, and Pathfinder RPG Ultimate Magic; classes that list
differently in Starfinder than in the Pathfinder RPG. Use the several ability scores work much like the soldier, in that the PATHFINDER
Starfinder version if it is presented in the sample afflictions player can choose the score that is the most important to him LEGACY
starting on page 417 (keeping whatever save DC is listed for both mechanical effects and for thematic concerns.
in the converted monster). Otherwise, you can simulate
the affliction with the appropriate track. For instance, if PATHFINDER RPG CLASS KEY ABILITY SCORE
the affliction is a poison that deals Dexterity damage, use Alchemist Intelligence
the Dexterity poison track, but add any special effects the Barbarian Constitution
converted affliction deals. Bard Charisma
Cavalier Strength or Dexterity
CHARACTER CONVERSION Cleric Wisdom
Druid Wisdom
While the core Starfinder classes can simulate a great variety Fighter Strength or Dexterity
of different science fantasy character concepts, players are Gunslinger Dexterity
always thinking of ideas that can be a little more difficult to Inquisitor Wisdom
model. As the GM, you may decide you are interested in allowing Magus Intelligence
Pathfinder RPG classes in your Starfinder campaign. This will Monk Wisdom
require work on your part and the cooperation and patience of Oracle Charisma
the players allowed to play such classes. The following guidelines Paladin Charisma
will help you manage some of the more common factors, but be Ranger Dexterity or Wisdom
forewarned that complicated class features will require a more Rogue Dexterity
in-depth conversion than what can be presented here. Sorcerer Charisma
Summoner Charisma
Keep in mind that legacy class conversions can only be used Vigilante Charisma
in your Starfinder game if you, the GM, allow them! Witch Intelligence
Wizard Intelligence
Key Ability Score
Each class in Starfinder denotes one of the six ability scores
as that class’s key ability score, and certain calculations (such
as DCs for abilities) are based on that score’s modifier. If you
are using a Pathfinder RPG class, you will need to assign a key
ability score for that class. In some cases, this will be obvious:
a spellcasting class’s key ability score is often the same ability
score that grants that class bonus spells. The following chart
suggests the key ability score for the classes found in Pathfinder
RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide,
Pathfinder RPG Ultimate Combat, Pathfinder RPG Ultimate
LEGACY CONVERSION 503
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
as barbarians and fighters), you might consider granting new
Class Skills and Skill Ranks Per Level class features that either reduce the penalty when taking the
full attack action or allow extra attacks when taking the full
A Pathfinder RPG character’s list of class skills will necessarily attack action (similar to the solarian’s flashing strikes class
be shorter when converted to Starfinder. Use the guidelines feature or the soldier’s onslaught class feature, respectively).
for skill conversions (see page 500) to determine a converted
class’s appropriate class skills. Spells
Find the converted class’s number of skill ranks per level on Converting a Pathfinder RPG spellcasting class to Starfinder
the chart below to determine the new number of skill ranks that will require the most amount of work. You will need to decide
class should receive at each level. Of course, you can decide to which Starfinder spells are available to that class. In addition,
give the converted class fewer skill ranks if you wish, but you the highest-level spell that can be cast by a mystic or a
shouldn’t give that class more. technomancer is 6th level, but a great deal of Pathfinder RPG
spellcasting classes can cast 7th-, 8th-, and 9th-level spells! It will
PATHFINDER RPG SKILL STARFINDER SKILL RANKS be up to you to provide spells of those levels, either by creating
RANKS PER LEVEL PER LEVEL your own or converting Pathfinder RPG spells. For an idea of
2 + Int modifier 4 + Int modifier how to convert a spell, look at how acid arrow became caustic
4 + Int modifier 4 + Int modifier conversion. Remember that spells in Starfinder don’t require
6 + Int modifier 6 + Int modifier components of any kind, though some very powerful ones do
8 + Int modifier 8 + Int modifier require an expenditure of credits or another costly component.
Armor Proficiency Class Features
There are only two types of armor in Starfinder—light and heavy The most important thing to remember about converting class
armor—compared to the three types of armor found in the features is that those granting a bonus to attack rolls or AC should
Pathfinder RPG. When bringing a legacy class into Starfinder, be replaced. Look to abilities of a similar level from the envoy,
this conversion is fairly simple. If a class grants proficiency with operative, and soldier classes for options to replace those abilities.
light armor, then it functions the same way in Starfinder. The
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
load. These concepts aren’t found in Starfinder, though how
Shields don’t see much use in Starfinder, so proficiency with much a character can carry is still relevant. When converting
them can also be ignored when converting a Pathfinder RPG class. a class, these features should be lost if the character has the
encumbered or overburdened condition (in addition to any
Weapon Proficiency and Specialization other factors listed in the class feature).
Ranged weapons are an important part of Starfinder, and most Some Pathfinder RPG classes grant specific bonus feats as
converted classes should have some familiarity with them. A part of their class features. If possible, a converted class should
Pathfinder RPG class proficient with simple weapons should be grant a Starfinder feat with the same name. If no such feat
proficient with basic melee weapons and small arms in Starfinder. exists, choose a Starfinder feat that is as similar to the granted
A class proficient with martial weapons should be proficient with bonus feat as you can find. Failing that, you should convert the
basic and advanced melee weapons and longarms in Starfinder;
504 PATHFINDER LEGACY
feat as best as you can; see the Diehard feat for an example of CORE RULEBOOK 13
how to convert a Pathfinder RPG feat to Starfinder.
Any competence bonuses or dodge bonuses granted by a OVERVIEW
Guidelines on how to convert specific class features that bardic performance should be insight bonuses. In addition, once
might present the most trouble are presented below. a bard stops maintaining a bardic performance with the word CHARACTER
“inspire” in its name, an ally that gained the benefits from that CREATION
Animal Companions, Eidolons, and Mounts inspiring bardic performance can’t do so again until she takes a RACES
10-minute rest to recover Stamina Points.
While it is possible to simply use animal companions, eidolons, CLASSES
or mounts from Pathfinder as written, they might not function as While all of the bard’s allies should receive the morale
effectively in battle at higher levels as their Starfinder analogue: bonus to saving throws against charm and fear effects from SKILLS
the mechanic’s drone. inspire courage, the bonus to attack and damage rolls should
apply only to one ally (or the bard himself) at 1st level. At 5th FEATS
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 EQUIPMENT
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 TACTICAL
page 74, altering one of the base chassis as needed to make from weapon specialization. RULES
sense (most likely replacing all of its weapon mounts with
melee weapon arms). For example, if a druid player wants to An ally affected by the inspire greatness bardic performance STARSHIPS
use the stealth drone chassis to emulate a small dinosaur, you should regain a number of Stamina Points equal to twice the MAGIC AND
should remove its climb speed (by not giving it the climbing bard’s class level + the bard’s Charisma modifier, instead of
claws mod) and increase its land speed to 60 feet. For a Large gaining bonus Hit Dice. SPELLS
animal companion or eidolon, you can use the combat drone GAME
chassis and simply state that it is Large or build your own Familiars
starting Large chassis. MASTERING
While it might seem possible to create a familiar that a character SETTING
A class that grants a mount as a class feature can work in (such as a wizard) receives from a Pathfinder RPG class using
a similar fashion, but the drone must have some way for the the same guidelines as an animal companion above, the realities PATHFINDER
character to ride it, and it should probably be Large (for Medium are a bit more complicated, as familiars don’t usually have same LEGACY
characters, of course). To simulate this, you can take the combat combat capabilities as a drone. However, modifying the Tiny
drone chassis, make it Large, and replace one weapon mount hover drone chassis is a good place to begin.
with the riding saddle mod.
First, alter the drone’s speed as appropriate for the converted
Either way, treat the character’s class level in the appropriate familiar. For example, a lizard familiar should have a climb speed
class as an effective mechanic level to determine when the “drone” instead of a fly speed. Next, increase the drone’s AC by the amount
receives and qualifies for new upgrades. For classes that grant listed under natural armor adjustment in the table on page 83 of
companions at later levels (such as the ranger), use the same the Pathfinder RPG Core Rulebook, depending on the level of the
formula for determining that character’s effective mechanic level. wizard. Then, give the drone a good Fortitude saving throw bonus
(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
actions to control the new companion as the mechanic uses to unit and starting mods, and make sure that the converted familiar
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
riding robosteeds. In such a case, it makes sense for these Monk Unarmed Damage and Flurry of Blows
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.
Most of a bard’s bardic performance abilities can be used as One way to convert such a character is to have the converted
written, with appropriate Profession skill checks substituting monk’s unarmed strikes deal an amount of damage equal to that
for Perform skill checks. For instance, Profession (musician) dealt by a one-handed operative melee weapon with an item
replaces any Perform skill that requires a musical instrument, level no greater than the monk’s level. In addition, the unarmed
and Profession (actor) replaces Perform (act). strikes deal an extra amount of damage equal to that dealt
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.
LEGACY CONVERSION 505
DWARVES RACIAL TRAITS
Dwarves are a stocky race, roughly a foot shorter than Ability Adjustments: +2 Con, +2 Wis, –2 Cha
humans, with broad, heavy frames. Dwarves trace their Hit Points: 6
heritage to the missing planet of Golarion, yet for them, this is
not merely a matter of history, but identity—they were forged Size and Type: Dwarves are Medium humanoids with the
in the furnace of Golarion’s subterranean passages, and many dwarf subtype.
dwarves born long after the planet’s disappearance still feel
the sting of its loss, kept alive in dwarven song and legend. Darkvision: Dwarves can see up to 60 feet in the dark.
Dwarven history also claims that they once had a different Slow but Steady: Dwarves have a land speed of 20 feet,
racial god, Torag, who left his worshipers in the hands of his
brother Angradd during the Gap so he could stand guard over which is never modified when they are encumbered or
Golarion, wherever it is now. wearing heavy armor. They also gain a +2 racial bonus
to saving throws against poisons, spells, and spell-like
Dwarves are most commonly found on Absalom Station, abilities, and when standing on the ground they gain a
where their guilds and clans wield significant power, or on +4 racial bonus to their KAC against bull rush and trip
city-sized Star Citadel ships. Significant dwarven communities combat maneuvers.
on other worlds are rare, though small groups can be found Stonecunning: Dwarves gain a +2 bonus to Perception
throughout the Pact Worlds’ extrasolar colonies. Many dwarves checks to notice unusual stonework, such as traps
are attracted to asteroid mining, with Star Citadels common in and hidden doors located in stone walls or floors. They
the Diaspora. receive a check to notice such features whenever they
Larger dwarven communities often focus on tradition and pass within 10 feet of them, whether or not they are
fight to keep ancient crafts, laws, and enmities alive. This actively looking.
traditionalism sometimes causes other races to see dwarves Traditional Enemies: Dwarves still train to
as old fashioned, or even backward. Dwarves fight their ancient enemies. A dwarf gains
are certainly cautious in adopting new a +1 racial bonus to attack rolls against a
technologies and slow to change their
way of life, but once a new technology creature with the goblinoid or orc subtype and a
has proven safe and effective, it’s +4 racial bonus to AC against an attack from a
quickly adapted to dwarven needs.
Dwarves are often mechanics, creature with the giant subtype.
mystics, and soldiers. They Weapon Familiarity: Dwarves are
tend to get along best with proficient with basic and advanced
gnomes, halflings, humans, melee weapons and gain specialization
and other races with ties to Golarion, with those weapons at 3rd level.
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.
506 PATHFINDER LEGACY
CORE RULEBOOK 13
ELVES RACIAL TRAITS OVERVIEW
CHARACTER
Lithe, long-lived humanoids, elves are easily recognized Ability Adjustments: +2 Dex, +2 Int, –2 Con
by their pointed ears and pupils so large that their eyes Hit Points: 4 CREATION
seem to be all one color. Possessed of an inherent bond with RACES
the natural world, they tend to subtly take on the coloration Size and Type: Elves are Medium humanoids with the
of their surroundings over the course of many years and have elf subtype. CLASSES
a deep spiritual regard for nature.
Elven Immunities: Elves are immune to magic sleep SKILLS
Of all the races common to the solar system, elves were effects and receive a +2 racial bonus to saving throws
perhaps the hardest-hit by the Gap, and the slowest to adapt against enchantment spells and effects. FEATS
and recover. Where shorter-lived races quickly gave birth to
children who had never known any other way of life, and thus Elven Magic: Elves receive a +2 racial bonus to caster level
were personally unaffected by the loss of history, the elven checks to overcome spell resistance. In addition, elves
generation whose lives extended back into the Gap continued receive a +2 racial bonus to Mysticism skill checks.
on, broken and confused by the blank centuries in their
own lives and memories. What’s more, those leaders Keen Senses: Elves receive a +2 racial bonus to Perception
charged with trying to piece together their social skill checks.
history from scraps soon came to a grim conclusion:
during the Gap, their race had been betrayed by Low-Light Vision: Elves can see in dim light as if it were
another—yet exactly which race was involved normal light. See Vision and Light on page 261.
remains unclear, all suggestions of the answer
scrubbed by malicious intent or the Gap itself. choose to go masked, hiding their identities EQUIPMENT
around other races in order to better represent
Reeling and angry, elves from across a united elven state. TACTICAL
the system retreated to their ancestral While elves have embraced technology and RULES
homeland of Sovyrian on Castrovel and the security it brings, they also maintain a
dug in, determined to never again be deep affinity for magic, seeing in its practice STARSHIPS
caught unprepared by disaster. Even this
was a fraught endeavor, however, as a continuity with their ancestors. Elves are most MAGIC AND
many of the established elven families often mystics, operatives, and technomancers, and SPELLS
already on Castrovel resented the when they go adventuring, it’s often to recover
chaos and upheaval caused by the GAME
sudden flood of refugees. bits of magical lore lost to history, or else to find MASTERING
ways to ensure Sovyrian’s strength in
Today, the elves are a reclusive, the centuries to come. The primary SETTING
xenophobic race, little understood exception to all of these tendencies
by their neighbors and uninclined to are the drow—purple-skinned elves PATHFINDER
remedy that situation. Though their who reject the company of their LEGACY
starships still travel the void, trading brethren to live on Apostae and
with other worlds, they largely carry all- mine alien tech from that world’s
elven crews, and most elves choose to live interior, making them some of
among their own kind either in Sovyrian or the most feared and respected
in predominantly elven enclaves on other arms dealers in the
worlds. Those adventurous or rebellious system. Ordinary elves
individuals who choose to live among other and drow despise one
races are called the Forlorn, due both to another, and while
their loss of elven companionship and Sovyrian’s leadership
to their tendency to outlive friends generally tries to
of other races. Most are viewed with distance itself from
pity and suspicion by their kindred. political entanglements,
supposedly rogue elven
Within their borders, elves tend fleets have launched
to be whimsical and passionate, several surprise assaults on
yet when dealing with outsiders Apostae in an effort to “cleanse
their laughter disappears quickly,
replaced by a cold, unyielding the corruption.” The fact that these attacks have resulted
wall. Elven warriors and diplomats in sanctions from the Pact Council has somehow done
operating outside of Sovyrian on little to deter the elves.
government business sometimes even
Most elves stand 5-1/2 to 6-1/2 feet tall and
weigh 100–150 pounds. They’re considered
adults at 100 and naturally live up to 750 years.
LEGACY CONVERSION 507
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
evolved significantly from accounts found in pre-Gap records. Size and Type: Gnomes are Small humanoids with the
gnome subtype.
Gnomes today fall into two ethnicities: feychildren and
bleachlings. Easily recognized by their brightly colored skin and Curious: Gnomes receive a +2 racial bonus to Culture checks.
hair, feychildren remain physiologically and socially close to their Dimorphic: A feychild gnome gains +2 Charisma, while a
otherworldly heritage and are intensely mercurial, possessed of
wild whimsy and a ravenous, reckless appetite for adventure. bleachling receives +2 Intelligence.
Bleachlings, by contrast, are believed to be the descendants Eternal Hope: Gnomes receive a +2 racial bonus to saving
of those who survived the virulent gnome plague called the
Bleaching, which to this day threatens to drain the color and life throws against fear and despair effects. Once per day,
from any feychild gnomes who don’t constantly seek out enough after rolling a 1 on a d20, the gnome can reroll and use
new experiences to retain their vibrancy. Bleachlings are typically the second result (see page 243).
born with monochromatic features, their palettes ranging from Gnome Magic: Gnomes gain the following spell-like
black and white to brown and gray. While they are usually more abilities (see page 262): 1/day—dancing lights, ghost
even-tempered than their feychild cousins, Bleachlings have an sound, and token spell. The caster level for these
exaggerated—but only half-deserved—reputation for dourness. effects is equal to the gnome’s character level. In
addition, gnomes get a +2 racial saving throw bonus
How exactly the bleachling adaptation occurred—whether against illusion spells and effects.
it was an intentional and experimental genetic solution Low-Light Vision: Gnomes can see in dim light as if it
to the ancient gnome disease, a freak mutation, some
deific blessing, or something else entirely—has sadly were normal light. See Vision and Light on page 261.
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
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—
for better or worse. especially when it concerns their friends.
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 sometimes disturbing) appearance. Both and vesk overly stodgy, though bleachling
ethnicities remain extremely curious and gnomes are also commonly found in
have a passion for new experiences, yet they the company of lashunta scholars.
often take different approaches to this need Feychild gnomes make excellent fast-
for mental stimulation—while feychildren are talking envoys, while bleachling gnomes
constantly chasing new physical situations often lean toward studious, intellectual
and sensations, bleachlings often find their classes like the mechanic, mystic, and
search for novelty sated through purely technomancer. Gnomes are most often
intellectual pursuits. As a culture, gnomes
rarely build lasting social structures among found on Absalom Station and
themselves or other groups. Instead, most Castrovel, though their curiosity
gnomes choose to constantly pursue their has spread them across the Pact
whimsy and passions alone or with a few
close companions. Many feychild gnomes Worlds and beyond. Strangely,
in particular find that keeping interesting though the elves of Sovyrian are
friends is a good way to stave off the apathy notoriously standoffish to other
and eventual madness that is the Bleaching. races, gnomes are not only tolerated but
welcomed freely within their borders,
Gnomes often find it difficult to relate supposedly in honor of some pre-Gap
to other races, as their humor and thought bargain forgotten by outsiders.
processes can seem wildly bizarre to those Most gnomes stand between 3 and 3-1/2
who don’t share their unique viewpoints feet tall and weigh around 40 pounds. They’re
considered adults at 40 and naturally live up
to 500 years.
508 PATHFINDER LEGACY
CORE RULEBOOK 13
HALF-ELVES RACIAL TRAITS OVERVIEW
CHARACTER
If it’s true that opposites attract, then elves and humans are the Ability Adjustments: +2 to any one ability score
best proof. Despite their general distrust of non-elves, many Hit Points: 4 CREATION
elves find humanity’s passionate energy, dedication to living in RACES
the moment, and ability to accomplish so much in their short Size and Type: Half-elves are Medium humanoids with
lives deeply appealing—a flame that burns all the brighter for its both the elf and human subtypes. CLASSES
brevity. At the same time, many humans are attracted to elves’
lean bodies, elegant style, and centuries of wisdom. Where the Adaptability: Half-elves receive Skill Focus as a bonus SKILLS
two populations interact, half-elves occasionally result. feat at 1st level.
FEATS
Half-elves are the interracial children of human and elven Elven Blood: Half-elves are immune to magic sleep effects
parents or the descendants of such children. While they can and receive a +2 racial bonus to saving throws against
often pass for human by hiding enchantment spells and effects.
their modestly pointed ears, they
nevertheless tend toward the Keen Senses: Half-elves receive a +2 racial bonus to
tall, slim physiques of their elven Perception skill checks.
parents, with life spans twice as long as
those of their human kin. Despite being seen Low-Light Vision: Half-elves can see dim light as if it were
as generally attractive by both races, half-elves normal light. See Vision and Light on page 261.
often feel like outsiders in both societies, always
exoticized and never quite accepted as part of As cultural chameleons, half-elves slide easily EQUIPMENT
either group. This leads many half-elves to into other societies, adapting smoothly to alien
band together with others of their kind, or TACTICAL
else abandon both their parent races in mind-sets. They have a particular affinity for RULES
favor of new friends and families among androids, ysoki, and any groups treated
aliens who lack those preconceptions. as outsiders by mainstream society, STARSHIPS
Since half-elves breed true, many as well as for alien races like the
second- or third-generation half-elves shirrens who are different enough MAGIC AND
have no firsthand knowledge of their biologically that it would never SPELLS
parent cultures. occur to them to focus on such
minor racial differences as pointed GAME
Sovyrian, the elven homeland ears or eye color. Many half-elves MASTERING
on Castrovel, is open to half-elves, are fond of wandering, with
as the government’s Blood Right a strong desire to prove SETTING
policy invites any with discernible themselves, seeking out
elven blood to return to the new worlds in the Vast PATHFINDER
homeland, though this has for fame and glory or in LEGACY
recently become controversial the hope of establishing
due to high-profile conflicts new colonies. Though their
with half-elf dissident often complicated relationship
groups who resent their with their parent races
status as second-class makes them natural
citizens. Half-elves iconoclasts, they
are also relatively also tend toward
common on Absalom kindness and
Station, one of the understanding.
few places where With their extreme versatility,
elven emissaries half-elves are a perfect fit for
and humans live and nearly any profession, though
work together in in recent years an unusually large
large numbers.
number have become operatives or soldiers for
Predominantly half- the Stewards, perhaps seeing in the enforcement of
elf settlements are rare, though of late several half-elf the Pact a chance to foster understanding and build a
homesteader townships have sprung up just beyond the single system-wide culture that no longer strands half-
comfortable edge of Verces’s terminator line, and the elven children between two worlds.
tropical extrasolar colony of Shanavan is specifically
recruiting fellow half-elves. Most half-elves stand from 5-1/2 to 6-1/2 feet tall and
weigh 100–200 pounds. They’re considered adults at
20 and naturally live up to 180 years.
LEGACY CONVERSION 509
HALF-ORCS RACIAL TRAITS
Half-orcs have both human and orc ancestry. Though these Ability Adjustments: +2 to any one ability score
individuals sometimes result from the union of orcs and Hit Points: 6
humans, the relative rarity of pure-blooded orcs among the
Pact Worlds means that most half-orcs are the children of other Size and Type: Half-orcs are Medium humanoids with both
half-orcs. They usually stand a bit taller than humans and have the human and orc subtypes.
strong, muscular builds, with green or gray skin. Many half-
orcs have tusk-like canines protruding from their lower jaws, as Darkvision: Half-orcs can see up to 60 feet in the dark.
well as slightly pointed ears and large brows that give them a Intimidating: Half-orcs receive a +2 racial bonus to
brooding appearance.
Intimidate skill checks.
Half-orcs are fairly uncommon on the Pact Worlds, with the Orc Ferocity: Once per day, a half-orc brought to 0 Hit
highest concentration living within the caverns of Apostae as
unwilling servants to the drow who long ago conquered that Points but not killed can fight on for 1 more round.
planet. Unfortunately, most of the free half-orcs who inhabit The half-orc drops to 0 HP and is dying (following the
the rest of the solar system are not treated much better, normal rules for death and dying) but can continue to
shunned or vilified due to traditional prejudices act normally until the end of his next turn, when he
stretching back into the Gap. The fact that these becomes unconscious as normal. If he takes additional
prejudices sometimes drive half-orcs to become
exactly the brutal criminals society expects only damage before this, he ceases to be able to
reinforces this negative cycle. Those half- act and falls unconscious.
orcs who do find acceptance tend to do Self-Sufficient: Half-orcs receive a +2 racial
so within enclaves of their own kind, bonus to Survival skill checks.
among androids and other marginalized
groups, or in militaristic orders where venturing to new
the fear they inspire can be turned planets where they can
to their advantage. Though build colonies. While some
society funnels them toward of these orc-blooded colonial
roles as soldiers, operatives, groups simply set down roots
and intimidating envoys, and live in peace within their
some find solace as mechanics, small enclaves, others become
preferring machines to people. professional pioneers. These latter
They get along particularly well groups take on contracts as first-wave
in vesk mercenary groups, as the colonists, landing on planets under
reptilian aliens lack the traditional extreme circumstances and enduring
prejudices of the Pact Worlds. the hardest and most dangerous
Some half-orcs, frustrated period of a colony’s
with society’s judgment founding, then sell
of them due to their off rights to a
appearance, decide “softer” group
to accentuate their of colonists
differences and so that they
take to extreme can go start
body modification. a new colony
This subculture uses piercings,
plastic surgery, and even cybernetic elsewhere. This dangerous, extremely
enhancements to express themselves skilled work is well-compensated, and
and set themselves apart from the thus despite their rough reputation
mainstream. Many half-orcs feel the call to and appearance, half-orc professionals in
join the Augmented, and such “steelskins” organizations like the Halfblood Frontier
may not even consider themselves half-orcs Company are often extremely wealthy,
anymore, looking down on members of their sometimes retiring to act as patrons for
race who have kept their natural forms. other half-orc ventures.
For those half-orcs least accepted by Most half-orcs stand from 5 to
society, one popular option is to push 7 feet tall and weigh 130–200
beyond the boundaries of civilization, pounds. They’re considered adults
at 14 and naturally live up to
80 years.
510 PATHFINDER LEGACY
CORE RULEBOOK 13
HALFLINGS RACIAL TRAITS OVERVIEW
CHARACTER
Halflings are a common race in the Pact Worlds and Ability Adjustments: +2 Dex, +2 Cha, –2 Str
their colonies, having spread nearly as far as humans. Hit Points: 2 CREATION
Popular legend even claims that halflings were among the RACES
first humanoids to spread beyond Golarion and into the stars Size and Type: Halflings are Small humanoids with the
to colonize new worlds. Once thought of as a people without halfling subtype. CLASSES
a homeland, halflings have peppered the void with colonies,
and halfling caravan fleets—dozens of ships from as many Halfling Luck: Halflings receive a +1 racial bonus to all SKILLS
different makes and eras—ply the trade lanes, eager to see saving throws. This bonus increases to +3 against
new sights, swap stories, and trade strange and foreign goods. fear effects. FEATS
Their small stature and tendency to wander make halflings
popular targets for raiders and conquerors, but time and Keen Senses: Halflings receive a +2 racial bonus to EQUIPMENT
again the tenacious race has rebounded from harsh challenges Perception skill checks.
thanks to their cooperation, optimism, and what seems to be a
racial gift for subterfuge. Sneaky: Halflings receive a +2 racial bonus to Stealth
checks. In addition, halflings reduce the penalty for using
Gifted with quick reflexes, charming confidence, and Stealth while moving by 5, and reduce the Stealth check
an apparent lack of fear, halflings are known across the penalty for sniping by 10.
galaxy as athletes, celebrities, and explorers. Of course, this
dramatic public image hardly defines the race as a whole. Sure-Footed: Halflings receive a +2 racial bonus to
While most halflings experience a period of daredevil Acrobatics and Athletics skill checks.
bravado in early adulthood, most settle out of it
again just as quickly to become happy and loving implants and biotech augmentations, feeling that TACTICAL
homebodies, content with a hard day’s work and natural halfling physiology is pretty much perfect as RULES
an evening spent with friends. Boasting a wide it is. They don’t look down on those who use such
variety of eye, hair, and skin colors mirroring the items, but it’s rarer than average to see a halfling STARSHIPS
human range, halflings usually have slight builds with dermal plating or retinal reflectors. A halfling
and large hands and feet. They make fast that accidentally loses a limb might consent to MAGIC AND
friends wherever they travel, preferring having a cybernetic replacement attached, but SPELLS
negotiation or clever wordplay to combat. most halflings would spend the extra credits to
Despite this accommodating nature, they make that prosthetic look as much like the GAME
have few permanent allies; halfling lost limb as possible. MASTERING
history is littered with long eras of Halflings rarely lack for work. Media
domination and abuse, making them companies and corporations love SETTING
gregarious but wary of placing an irrepressible halfling star
themselves in situations they can’t or spokesmodel, and many PATHFINDER
get out of again. While they share starship captains believe in the LEGACY
much in common with the ysoki—a love stereotype of the fearless and
of travel and trade especially—they lack steady-handed halfling pilot.
the ratfolk’s mechanical inclinations, and Those halflings who turn
the two races often compete for markets, to adventure find good use
salvage rights, and trade lanes. If halflings for their quick reflexes and
truly ally with any race, it is humans, boundless charm as envoys
whose history is intimately entwined with and operatives, though their
their own, for better or worse. general adaptability allows them to shine in
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
considered adults at 20 and naturally
While not mistrustful of technology in general, live up to 200 years.
many halflings look askance at cybernetic
LEGACY CONVERSION 511
GLOSSARY Broken: This condition applies negative effects to armor,
weapons, or other equipment. See page 273.
This glossary provides short definitions of some basic terms used in
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
page 292. For more about starship combat, see page 316. For more Burning: This condition applies negative effects to your character.
about vehicle combat and chases, see pages 278 and 282. See page 273.
Ability Check: To attempt this type of check, roll a d20 and add Carrying Capacity: Your carrying capacity is the amount of bulk
your modifier for the relevant ability score. See page 21. you can carry. See page 167 for more about carrying capacity.
Ability Points: You use these at character creation and every 5th Caster Level (CL): This value represents the total number of levels
character level to increase your ability scores. See pages 18–19. you have in spellcasting classes. Some effects, such as spells,
have variables tied to your caster level. See page 331.
Ability Scores: These are numeric values that define a character’s
raw talents. The associated abilities are Strength, Dexterity, Challenge Rating (CR): This is a numerical expression of the
Constitution, Wisdom, Intelligence, and Charisma. See page 21. difficulty of an encounter, a creature, a trap, a hazard, or
another threat. See page 389.
Acid Damage: This is a type of energy damage. See page 169.
Affliction: This is a harmful effect that generally worsens over Character Level: This value represents the total number of levels
you have in all your classes. See page 26.
time and may deal damage. Most afflictions are categorized as
curses, diseases, drugs, or poisons. See pages 414–419. Charisma (Cha): This is an ability that represents your appearance,
Alignment: This is a general characterization of your basic moral personal magnetism, and personality. See page 21.
and ethical attitude. See pages 24–25.
Ally: An ally is a creature you see as helpful. Some abilities allow Check: A check is a d20 roll that may or may not be modified by
you to affect an ally with a benefit of some kind. The GM has another value. The most common types of checks are ability
final say on who counts as an ally. See page 242. checks, initiative checks, and skill checks. See page 8.
Android: This is a common player character race. See pages 42–43.
Armor Class (AC): This number represents how hard it is for an Class: This represents your training in a specific discipline that
enemy creature to strike your character in combat. A character grants you an array of abilities. See pages 58–59.
has two Armor Classes: Energy Armor Class (EAC) and Kinetic
Armor Class (KAC). See page 240. Class Feature: This is an ability you gain from your character’s
Asleep: This condition applies negative effects to your character. class. See page 59.
See page 273.
Attack: This is any action you take that could potentially damage Class Level: This is a value that represents your total number of
a target. Attacks in combat are either ranged, such as shooting levels in one specific class. See page 26.
a laser rifle or throwing a grenade, or melee, such as stabbing
with a survival knife. Monsters often can make attacks with Class Skill: This is a skill in which members of a specific class are
their natural weapons, such as claws, or they might have particularly proficient. If you have one or more ranks in class
access to other special attacks. See page 240. skills, you receive an additional bonus to those skill checks.
Attack of Opportunity: This is a special reaction that you can See pages 58 and 132.
use in close-quarters melee when a target you threaten lets
its guard down. See pages 248–249. Cold Damage: This is a type of energy damage. See page 169.
Attack Roll: This represents your character’s attempt to strike Combat: This typically refers to tactical combat, which takes
another creature in combat. An attack roll is the result of a
d20 roll plus your attack bonuses with your weapon, and it is place on a square-gridded battle map and is tracked in rounds
compared to your target’s relevant Armor Class. See page 240. during which each character takes a turn. See page 238.
Augmentation: This is a piece of technological or biological Combat Maneuver: This is a type of standard action that can have
gear that modifies your body and gives you special benefits. a variety of effects when performed successfully. See page 246.
Technological augmentations are cybernetics, and biological Concealment: When enemies can’t see you clearly, their attacks
augmentations are biotech. See pages 208–212. are subject to a miss chance from concealment. See page 253.
Bleeding: This condition applies negative effects to your Condition: This is a circumstance that can affect a creature for an
character. See page 273. extended period of time. See pages 273–277.
Blinded: This condition applies negative effects to your character. Confused: This condition applies negative effects to your
See page 273. character. See pages 273–274.
Bludgeoning Damage: This is a type of kinetic damage. See Constitution (Con): This is an ability that represents your health
page 169. and stamina. See page 21.
Bonus: This is a positive numeric modifier you add to a die roll or a Cover: This is a defensive bonus you gain when an object blocks
static value as the game rules dictate. Two bonuses of the same half or more of your body from being exposed to enemy
type usually don’t stack with each other. See pages 266–267. attacks. See page 253.
Cowering: This condition applies negative effects to your
character. See page 274.
Creature: This is an active participant in the game’s world. It can
be a player character, a nonplayer character, or a monster.
Credit: This is the standard unit of currency used in the Pact
Worlds. See page 166.
Critical Hit: When you make an attack roll and the result on the
d20 is a 20, it’s a critical hit. You roll damage twice, and your
weapon might inflict an additional effect. See page 245.
512 GLOSSARY
CORE RULEBOOK
Critical Hit Effect: This is a weapon’s effect that applies when you Encounter: An encounter is an event that presents you with a OVERVIEW
deal damage with a critical hit. See pages 182–183. specific problem to solve. See page 388.
CHARACTER
Curse: A curse is a magical effect and an affliction that is normally Encumbered: This condition applies when you carry more bulk CREATION
triggered when you take a certain action. See page 414. than is comfortable. See page 275. RACES
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 CLASSES
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. SKILLS
first digit and the other the second digit. A set of percentile
dice consists of a 10-sided die expressing multiples of 10 (10, Energy Armor Class (EAC): This number represents how hard it FEATS
20, 30, etc.) and a 10-sided die consisting of multiples of 1. is for an enemy to strike your character in combat using an
attack that deals energy damage. See page 240. EQUIPMENT
d4, d6, d8, d10, d12, d20: These are abbreviated expressions
of die rolls, often expressed with a preceding number, as is Energy Damage: Acid, cold, electricity, fire, and sonic are the TACTICAL
the case of 1d4. They typically indicate which dice you roll to common types of energy damage, and attacks that deal RULES
determine a variable number, such as the amount of damage energy damage target a creature’s Energy Armor Class (see
a weapon deals. The first number in the expression indicates page 240). See page 169 for more about energy damage. STARSHIPS
how many dice you roll, while the second number indicates
the number of sides the die or dice must have. For example, Energy Resistance: This number represents how much energy MAGIC AND
2d12 means that you must roll two 12-sided dice to determine damage of a specific type a creature can ignore. See page 64. SPELLS
a variable result from 2 to 24. In the case of an expression GAME
without a preceding number, roll a single die with the indicated Entangled: This condition applies negative effects to your
number of sides. For example, “roll a d10” means you must roll character. See pages 275–276. MASTERING
one 10-sided die. Occasionally, you may see a rare die type that
isn’t reflected in the basic set explained above, such as 1d3. Envoy: This is a class in which your character can train. See SETTING
In this case, you can use math to simulate the result, such as pages 60–67. PATHFINDER
rolling 1d6, dividing the result in half, and rounding down.
Exhausted: This condition applies negative effects to your LEGACY
d20 Roll: This is a roll with a single 20-sided die. Ability checks, character. See page 276.
attack rolls, saving throws, and skill checks are all rolls that
require you to roll 1d20 and add various modifiers. Experience Points (XP): These are distributed to you for
defeating encounters. Once you have reached a certain total
Damage: This is the numerical value subtracted from a target’s of experience points, you increase in class level, or “level up.”
Stamina Points or Hit Points after a successful attack against See page 26 for more about gaining experience points.
it. See page 250.
Extraordinary Ability (Ex): This represent intense training or
Damage Reduction (DR): This is the ability to ignore a specified innate skill, but not magical ability or influence. See page 62.
amount of kinetic damage. See page 263.
Fascinated: This condition applies negative effects to your
Dazed: This condition applies negative effects to your character. character. See page 276.
See page 275.
Fatigued: This condition applies negative effects to your
Dazzled: This condition applies negative effects to your character. character. See page 276.
See page 275.
Feat: This is an ability not derived from your race, class, theme, or
Dead: This condition applies when your character dies. See skill ranks. See pages 152–163.
page 250 for how death works and page 275 regarding the
dead condition. Fire Damage: This is a type of energy damage. See page 169.
Flat-Footed: This condition applies negative effects to your
Deafened: This condition applies negative effects to your
character. See page 275. character when you are unprepared for combat. See
page 276.
Dexterity (Dex): This is an ability that represents your agility, Fortitude Saving Throw (Fort save): This type of saving throw
balance, and reflexes. See pages 20–21. measures your character’s ability to stand up to physical
punishment. See page 241.
Difficulty Class (DC): This value is the lowest total at which Frightened: This condition applies negative effects to your
a saving throw attempt, a skill check, or any other relevant character. See page 276.
check is successful. See pages 132 and 241. Full Action: This action in combat allows you to perform
involved task, such as charging or attacking multiple times.
Disease: This affliction represents some agent infecting you and See pages 247–248.
may be contagious. See pages 414–415. Game Master (GM): This player adjudicates the rules and
controls the various elements of the game’s story and world.
Drift: The Drift allows starships to travel great distances and is A GM’s duty is to provide a fair and fun game—she wants the
reachable only using technology. See page 290. other players to ultimately succeed in their goals, but only
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
ago. See page 424.
Dying: This condition applies when your character is unconscious Grappled: This condition applies negative effects to your
and near death. See page 250 for how dying works and page character and is a common combat maneuver (see page 246).
275 for details about the dying condition. See page 276 for details about the grappled condition.
Electricity Damage: This is a type of energy damage. See page 169.
GLOSSARY 513
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
always an automatic failure if it’s rolled for an attack roll or
Hit Points (HP): This number represents how badly you can a saving throw, even if your bonuses might otherwise make
be hurt before you fall unconscious or die. When you take it a success.
damage and have 0 Stamina Points remaining, you lose Hit
Points. See page 22. Natural 20: This occurs when you roll a 20-sided die as part of
a game mechanic and the result on the die is 20. A natural
Human: This is a common player character race. See pages 44–45. 20 is an automatic success if it’s rolled for an attack roll or a
Hybrid Item: This is a piece of equipment that uses technology saving throw, even if the result would not normally succeed.
and magic to function. See pages 226–227. Nauseated: This condition applies negative effects to your
Initiative Check: The result of your initiative check determines in character. See page 276.
what order you can act in combat. This check’s result is often Nonplayer Character (NPC): This is a character the GM controls
called your initiative count. See page 238. for the purpose of interacting with players and helping
Intelligence (Int): This is an ability that represents how well advance the game’s story.
you learn and reason, and it is frequently associated with
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.
Kasatha: This is a common player character race. See pages Off-Target: This condition applies negative effects to your
46–47. character. See page 276.
Key Ability Score: This is the ability score that’s most important
for a certain class. See page 58. Operative: This is a class in which your character can train. See
Kinetic Armor Class (KAC): This number represents how hard pages 92–99.
it is for an enemy to strike your character in combat using an
attack that deals damage from physical impact. See page 240. Overburdened: This condition applies when you carry much more
Kinetic Damage: Bludgeoning, piercing, and slashing are the bulk than is comfortable. See page 276.
common types of kinetic damage, and attacks that deal kinetic
damage target a creature’s Kinetic Armor Class. See page 169. Panicked: This condition applies negative effects to your
Lashunta: This is a common player character race. See pages character. See page 276.
48–49.
Level: This might refer to your caster level, character level, class Paralyzed: This condition applies negative effects to your
level, a spell’s or item’s level, or another scaling mechanic that character. See pages 276–277.
falls within the framework of the rules, depending on the
context. See separate entries for each type of level listed here. Penalty: This numeric modifier is subtracted from a die roll or a
Light Armor: This type of armor prioritizes maneuverability over static value as the game rules dictate. Unlike bonuses, penalties
the heaviest possible protection. See page 197. stack with each other and do not have types. See page 267.
Magic Item: This is a piece of equipment that uses magic to
function. See pages 222–225. Piercing Damage: This is a type of kinetic damage. See page 169.
Mark (Mk): Some items can be bought at increasing ranks of Pinned: This condition results from the grapple combat maneuver.
efficiency, thus increasing their price. A mark 3 item is more
expensive and more potent than its mark 2 version, and so on. See page 277.
Mechanic: This is a class in which your character can train. See Player: This is a person who portrays a player character in a game.
pages 68–81. Player Character (PC): This is a character that a player has
Melee Attack: You make this type of attack in close-quarters
combat with a melee weapon against a creature you threaten. created and portrays.
See page 245. Poison: This affliction represents a toxic substance’s effect on a
Modifier: This numeric value is added to a d20 roll, such as an
attack roll, a saving throw, or a skill check. Modifiers can be target. See page 232.
positive (bonuses) or negative (penalties). See pages 266–267. Powered Armor: This is a mighty personal rig that offers
Monster: A monster is an NPC. In general, monsters are too strange
or unintelligent to be player characters or are prevented from protection and requires a battery. See pages 203–204.
being PCs by other qualifications. A monster might be your Proficiency: You have proficiency with a weapon or armor type
opponent or ally, or it might serve any other role.
if you’re trained in its use, through either your class or a feat.
See pages 242–243.
Progression Track: This represents the worsening effect of
an affliction such as a curse, disease, drug, or poison. See
pages 414–417.
Prone: This condition applies negative effects to your character.
See page 277.
Race: This usually refers to your species, such as human or ysoki.
See pages 40–55. A vehicle chase (see pages 282–287) can
also be referred to as a race.
Ranged Attack: You make this type of attack at a target from a
distance using a ranged or a thrown weapon. See page 245.
514 GLOSSARY
CORE RULEBOOK
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 OVERVIEW
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. CHARACTER
See page 132. Stable: This condition applies when your character is knocked CREATION
unconscious but is not dying. See page 277. RACES
Reach: Your reach determines the distance at which you can
attack foes in melee combat. See page 255. Stacking: This refers to values (usually bonuses) of the same type CLASSES
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 SKILLS
turn, in response to a specific trigger. See pages 248–249. Staggered: This condition applies negative effects to your
character. See page 277. FEATS
Reflex Saving Throw (Ref save): This type of saving throw
measures your character’s ability to dodge area effects and Stamina Points (SP): These measure your readiness and energy. EQUIPMENT
unexpected situations. See page 241. When you take damage from an attack, you lose your Stamina
Points before your Hit Points. See page 22. TACTICAL
Resolve Points (RP): These represent your character’s intrinsic RULES
reservoir of grit. Your total Resolve Points increase as your Standard Action: This action in combat allows for activities such
character gains levels and can fuel special abilities. See as making an attack or casting a spell. Normally, you can take STARSHIPS
pages 22–23. only one standard action each round. See pages 244–247.
MAGIC AND
Roleplaying Game (RPG): This is an interactive story in which the Strength (Str): This is an ability that represents your muscle and SPELLS
Game Master sets the scene and presents challenges, while physical power. See page 20. GAME
the player characters each assume the role of a hero and
attempt to overcome those challenges. Starfinder is an RPG. Stunned: This condition applies negative effects to your character. MASTERING
See page 277.
Round: In tactical combat, 1 round is equal to 6 in-world seconds. SETTING
Combat elapses in rounds, and combatants each take a turn Supernatural Ability (Su): This is a magical attack, defense, or PATHFINDER
in order during each round. See page 239. other quality that you can use. See page 262.
LEGACY
Saving Throw (save): This represents your attempt to avoid or Surprise Round: This is the first round of combat if some but not
mitigate a dangerous effect. Saving throws are often referred all combatants are unaware of their opponents. See page 239.
to as saves. See pages 241–242.
Swift Action: This is an action in combat that takes a short
Shaken: This condition applies negative effects to your character. amount of time. Normally, you can take only one swift action
See page 277. each round. See page 247.
Shirren: This is a common player character race. See pages 50–51. Take 10 or Take 20: These options for attempting skill checks
Sickened: This condition applies negative effects to your are sometimes available when you are unthreatened and
have lots of time. See page 133.
character. See page 277.
Significant Enemy: This is a foe that represents a real danger to Technological Item: This is a piece of equipment that uses
technology to function. See pages 218–221.
you. See page 242.
Size: There are nine categories of creature sizes, and each creature Technomancer: This is a class in which your character can train.
See pages 118–129.
takes up a specific amount of space on a battle map based on
its size. See pages 255–256. Theme: This represents a focus for your character, which may be a
Skill: A skill represents a concrete category of tasks, areas of result of background, upbringing, or training. See pages 28–37.
knowledge, and other topics of expertise. See pages 132–149.
Slashing Damage: This is a type of kinetic damage. See page 169. Threaten: You threaten all squares into which you can make a
Solarian: This is a class in which your character can train. See melee attack. See page 255.
pages 100–109.
Soldier: This is a class in which your character can train. See Tier: This term measures the power of computers, starships, and
pages 110–117. other elements.
Sonic Damage: This is a type of energy damage. See page 169.
Speed: Your speed indicates how far you can usually move during Trap: This is an environmental hazard that can damage you if you
a single move action in combat. See page 255. trigger it. See pages 410–413.
Spell Level: This is a value that expresses a spell’s relative power.
Spells’ levels typically range from 0–6th. See page 330. Unconscious: This condition applies when your character is
Spell Resistance (SR): Spell resistance represents a creatures knocked out but alive. See page 277.
innate protection against most spells. See page 265.
Spell Slot: Spell slots represent the number of spells of each level Universal Polymer Base (UPB): This is the basis for most
that you can cast per day. See page 330. technology in the Pact Worlds. Each UPB is a tiny multifunction
Spell-Like Ability (Sp): This functions much like a spell and usually component not much larger than a grain of rice. UPBs can
originates from a racial ability or class feature. See page 262. sometimes be used as currency. See page 233.
Spells: These magical formulae can produce a wide range of
effects. Normally, only characters with levels in spellcasting Vesk: This is a common player character race. See pages 52–53.
classes, such as mystic and technomancer, can cast spells. See Weapon Category: This is a group of weapons that deal damage
pages 330–335.
in a similar manner, such as lasers. See pages 183–190.
Weapon Type: This is a group of weapons used in a similar manner
as defined by the weapon proficiency needed to operate them
without penalty, such as small arms. See pages 169–170.
Will Saving Throw (Will save): This type of saving throw measures
your character’s ability to shake off mental effects. See page 241.
Wisdom (Wis): This is an ability that represents your awareness,
common sense, and intuition. See page 21.
Ysoki: This is a common player character race. See pages 54–55.
GLOSSARY 515
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.
Miéville, China. Embassytown.
LITERATURE Moon, Elizabeth. Once a Hero and Vatta’s War series.
Moore, C. L. Northwest of Earth.
Adams, Douglas. The Hitchhiker’s Guide to the Galaxy. Naam, Ramez. The Nexus trilogy.
Asimov, Isaac. I, Robot and Foundation series. Niven, Larry. Known Space series.
Baker, Kage. The Empress of Mars. Nix, Garth. Shade’s Children.
Barlowe, Wayne. Barlowe’s Guide to Extraterrestrials and Okorafor, Nnedi. Binti and The Shadow Speaker.
Perry, Steve. The Matador series.
Expedition. Robinson, Kim Stanley. Mars trilogy.
Bear, Elizabeth. Jacob’s Ladder trilogy. Roth, Veronica. Divergent series.
Brackett, Leigh. Eric John Stark novels. Russell, Mary Doria. The Sparrow.
Bradbury, Ray. The Martian Chronicles. Sagan, Carl. Contact.
Brin, David. Uplift Universe series. Shinn, Sharon. Samaria series.
Burroughs, Edgar Rice. Barsoom series. Simmons, Dan. Hyperion Cantos.
Butler, Octavia E. Xenogenesis series. Singh, Vandana. “Somadeva: A Sky River Sutra.”
Chalker, Jack L. The Four Lords of the Diamond series, the Saga Smith, E. E. “Doc”. Lensman series and Skylark series.
Steakley, John. Armor.
of the Well World series, and Soul Rider series. Stephenson, Neal. The Diamond Age and Snow Crash.
Cherryh, C. J. Alliance-Union series, Foreigner series, and Sussex, Lucy. “The Queen of Erewhon.”
Theodoridou, Natalia. “The Eleven Holy Numbers of the
Morgaine Cycle.
Cho, Zen. “The Four Generations of Chang E.” Mechanical Soul.”
Cixin, Liu. The Three-Body Problem. Watts, Peter. Blindsight.
Clarke, Arthur C. Childhood’s End. Weber, David. Honorverse series.
Corey, James S. A. The Expanse series. Wendig, Chuck. Star Wars: Aftermath.
Delany, Samuel R. The Fall of the Towers trilogy. Williams, Liz. Banner of Souls.
Doyle, Debra & Macdonald, James D. Mageworlds series. Wilson, Kai Ashante. A Taste of Honey.
Drake, David. Hammer’s Slammers, The Reaches, and Seas
COMICS
of Venus.
Foster, Alan Dean. Humanx Commonwealth universe. Cabrera, Eva & Visaggio, Magdalene. Kim & Kim.
Frank, Pat. Alas, Babylon. Cockrum, Dave. Starjammers.
Gatewood, David (editor). Dark Beyond the Stars: A Space De Landro, Valentine & DeConnick, Kelly Sue. Bitch Planet.
Diaz, Aaron. Dresden Codak.
Opera Anthology. Dragotta, Nick & Hickman, Jonathan. East of West.
Gibson, William. Neuromancer. Ezquerra, Carlos & Wagner, John. Judge Dredd series.
Gloss, Molly. The Dazzle of Day. Faerber, Jay & Godlewski, Scott. Copperhead.
Griffith, Nicola. Ammonite. Gibson, Ian & Moore, Alan. The Ballad of Halo Jones.
Haldeman, Joe. The Forever War. Kellett, Dave. Drive.
Hamilton, Peter F. The Commonwealth Saga. Lee, Mindy & Wiebe, Kurtis J. Bounty.
Hao, Jingfang. “Invisible Planets.” Maihack, Mike. Cleopatra in Space.
Heinlein, Robert A. The Moon Is a Harsh Mistress and Nightow, Yasuhiro. Trigun.
Pak, Greg. The Incredible Hulk: Planet Hulk.
Starship Troopers. Remender, Rick & Scalera, Matteo. Black Science.
Herbert, Frank. Dune. Staples, Fiona & Vaughan, Brian K. Saga.
Hurley, Kameron. The Stars Are Legion. Tayler, Howard. Schlock Mercenary.
Jemisin, N. K. The Broken Earth series. Valentino, Jim. Guardians of the Galaxy.
Jones, Diana Wynne. The Homeward Bounders.
Kaufman, Amie & Kristoff, Jay. The Illuminae Files series. VIDEO GAMES AND VIDEO GAME SERIES
Kikuchi, Hideyuki. Vampire Hunter D.
Lackey, Mercedes (with Larry Dixon, Mark Shepherd, et alia). Aerannis
Borderlands
The SERRAted Edge series. Dead Space
Lackey, Mercedes (with Rosemary Edghill and Ellen Guon).
Bedlam Bard series.
Lafferty, Mur. Six Wakes.
Le Guin, Ursula K. Hainish Cycle.
Leckie, Ann. Imperial Radch trilogy.
516 INSPIRATIONAL MEDIA
CORE RULEBOOK
Destiny Jupiter Ascending. Dir. the Wachowskis. OVERVIEW
Deus Ex Krull. Dir. Peter Yates.
DOOM The Last Starfighter. Dir. Nick Castle. CHARACTER
Environmental Station Alpha Macross. Creator Shōji Kawamori. CREATION
EVE Online Mad Max series. Dir. George Miller. RACES
Final Fantasy The Martian. Dir. Ridley Scott.
Halo The Matrix series. Creators the Wachowskis. CLASSES
Mass Effect Metropolis (1927). Dir. Fritz Lang.
Master of Orion Metropolis (2001). Dir. Rintaro. SKILLS
Metroid Minority Report. Dir. Steven Spielberg.
Out of this World Moon. Dir. Duncan Jones. FEATS
Phantasy Star Nausicaä of the Valley of the Wind. Dir. Hayao Miyazaki.
Read Only Memories Pacific Rim. Dir. Guillermo del Toro. EQUIPMENT
Sid Meier’s Alpha Centauri Pitch Black. Dir. David Twohy.
Star Trek Online Planet of the Apes (1968). Dir. Franklin J. Schaffner. TACTICAL
Star Wars: The Old Republic Predator. Dir. John McTiernan. RULES
Starcraft Pumzi. Dir. Wanuri Kahiu.
Stellaris Robotech. Creator Carl Macek. STARSHIPS
Syndicate The Running Man. Dir. Paul Michael Glaser.
System Shock Serenity. Dir. Joss Whedon. MAGIC AND
VA-11 HALL-A: Cyberpunk Bartender Action SilverHawks. Creators Jules Bass & Arthur Rankin Jr. SPELLS
Wing Commander Space Battleship Yamato. Creator Yoshinobu Nishizaki. GAME
X-COM Stargate series. Creators Dean Devlin & Roland Emmerich.
Xenoblade Chronicles X Starship Troopers. Dir. Paul Verhoeven. MASTERING
Star Trek series. Creator Gene Roddenberry.
FILM AND TELEVISION Star Wars series. Creator George Lucas. SETTING
Steven Universe. Creator Rebecca Sugar. PATHFINDER
2001: A Space Odyssey. Dir. Stanley Kubrick. The Thing. Dir. John Carpenter.
Æon Flux. Dir. Peter Chung. Thundarr the Barbarian. Creator Steve Gerber. LEGACY
The Adventures of the Galaxy Rangers. Creator Robert Mandell. Total Recall. Dir. Len Wiseman.
Alien series. Creator Dan O'Bannon. The Twilight Zone. Creator Rod Serling.
Alien Nation. Dir. Graham Baker. Westworld. Creators Lisa Joy & Jonathan Nolan.
Avatar. Dir. James Cameron.
Babylon 5. Creator J. Michael Straczynski. TABLETOP RPGS
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
Blade Runner. Dir. Ridley Scott. Expedition to the Barrier Peaks
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
Part-Time Gods
Donald Wilson. Pathfinder RPG: Iron Gods Adventure Path
Event Horizon. Dir. Paul W. S. Anderson. Rifts
Ex Machina. Dir. Alex Garland. Shadowrun
Farscape. Creator Rockne S. O'Bannon. SLA Industries
The Fifth Element. Dir. Luc Besson. Space Opera
Firefly. Creator Joss Whedon. Spelljammer
Futurama. Creator Matt Groening. Star Frontiers
Gravity. Dir. Alfonso Cuarón. Star Wars: Edge of the Empire
Guardians of the Galaxy. Dir. James Gunn. Titansgrave: The Ashes of Valkana
Heavy Metal. Dir. Gerald Potterton. Torg
Interstellar. Dir. Christopher Nolan. Traveller
Jason X. Dir. James Isaac. Warhammer 40,000
John Carter. Dir. Andrew Stanton.
INSPIRATIONAL MEDIA 517
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
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
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 CHARACTER
CREATION
DC (Difficulty Class) 132, 241, 392 biomes 396–398 gunner (starship combat role) 316, 324 RACES
dead (condition) 275 environmental rules 400–405 gunnery check 320 CLASSES
deafen (critical hit effect) 182 space 394 hacker (operative specialization) 94–95 SKILLS
deafened (condition) 275 weather 398–400 hack computer system 139 FEATS
death 250, 393 envoy 60–67 half-elf 509 EQUIPMENT
deities 482–493 envoy builds 66–67 halfling 511 TACTICAL
RULES
descriptors 269–270 envoy improvisations 62–64 half-orc 510
STARSHIPS
desert terrain 397 expertise talents 64–65 handle animal 148
MAGIC AND
Desna 484 Eox 450–451 hardness (materials) 408–409 SPELLS
GAME
detective (operative specialization) 94 Eoxian ship styles 306–307 hardness (objects) 409
MASTERING
Devourer 485 equipment 166–235 healer (mystic connection) 86–87
SETTING
Dexterity (ability) 20 armor 196–207 healing 251 PATHFINDER
Diaspora 448–449 augmentations 208–212 heat dangers 402–403 LEGACY
Difficulty Class 132, 241, 392 computers 213–217 heavy armor 197–198
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
disable device 141–142 personal items 230–231 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
diseases 414–415, 418–419 ethereal 354 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
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
dismissible 271 character advancement 26 HP (see Hit Points, Hull Points)
Dominion of the Black 496 awarding experience 390 Hull Points 292, 320–322
DR (damage reduction) 263 starship combat 326 human 44–45
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
engines 298 extraordinary abilities 59, 262 icon (theme) 31
navigation 291 factions and organizations 472–481 Idari 446–447
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
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
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
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 CHARACTER
CREATION
solar manifestation 101–102 piloting 146, 316, 319–320 Vast 291 RACES
solarian builds 108–109 power core 296 vehicles 228–229, 278–287 CLASSES
stellar revelations 102–107 refitting and upgrading 305 actions 278–280 SKILLS
weapon crystals 170, 179–180, 186 sample ships 305–315 chases 282–287 FEATS
zenith revelations 103, 107 security 300 collision damage 229 EQUIPMENT
soldier 110–117 sensors 300–301 combat 278–281 TACTICAL
RULES
fighting styles 112–115 shields 292, 302, 320–321 piloting 146, 278–280
STARSHIPS
gear boosts 111–112 thrusters 296–297 sample vehicles 228–229
MAGIC AND
soldier builds 116–117 weapon special properties 304–305 statistics 228 SPELLS
GAME
sonic (weapon category) 186–187 weapons 302–305 Verces 444–445
MASTERING
Sp (spell-like abilities) 59, 262 starvation and thirst 404 vesk 52–53
SETTING
SP (Stamina Points) 22, 241 stat blocks 388, 420–421 Veskarium 469 PATHFINDER
space travel 290–291 Stealth (skill) 147–148 Veskarium ship styles 314–315 LEGACY
standard navigation 290–291 Stewards 480 vision and light 261
and astrogation Strength (ability) 20–21 wealth 16, 391–392
Drift navigation 291 structures 406–408 character wealth by level 391–392
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
speed 255 stun (weapon special property) 182 advanced melee 169, 171–73, 188
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
spells 330–385 Su (supernatural abilities) 59, 262 critical effects 182
spell description format 332–335 suffocation and drowning 404–405 damage 169
spell lists 335–339 summoning (descriptor) 270 fusions 191–195
sphere (effect shape) 268 sun 434–435 grenades 170, 178–179, 183–184
spread effect 268 sunder (combat maneuver) 246 heavy weapons 169–170, 177–178
spy (operative specialization) 95 supernatural abilities 59, 262 improvised weapons 169
SR (spell resistance) 265 surprise 239 longarms 169, 176–177
stabilize 250 Survival (skill) 148–149 proficiency 243
stable (condition) 277 Swarm 497 small arms 169, 173
staggered (condition) 277 swift actions 247 sniper weapons 170, 178
staggered (critical hit effect) 182 Tabori Cluster 469 solarian weapon crystals 170, 179, 186
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
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)
✝¨ CULTURE (INT) =++ + =++
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.
WORKING SF Character Sheet.indd 1 3/28/17 1:36 PM
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
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
XP NEXT
EARNED LEVEL
Permission granted to photocopy for personal use. © 2017 Paizo Inc.
SHEET
3/28/17 1:36 PM
STARSHIP NAME TIER STARSHIP SHEET
PORT FORWARD SHIELDS TOTAL PILOT ARMOR SIZE MISC
ARC 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 STARBOARD
ARC
SHIELD TOTAL
DRIFT RATING
AFT MODIFIERS
ARC
WEAPONS WEAPONS
(FORWARD) AFT SHIELDS (TURRET)
WEAPONS
WEAPONS WEAPONS
(PORT) (AFT) (STARBOARD)
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
WRECKED
GLITCHING MALFUNCTIONING WRECKED 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 AFT AFT AFT
(3) (3) (3)
POWER CORE (81–00)
GLITCHING MALFUNCTIONING
STARSHIP SHEET Permission granted to photocopy for personal use. © 2017 Paizo Inc.
3/28/17 1:36 PM
WORKING SF Character Sheet.indd 3
PLAY ANYWHERE!
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OPEN GAME LICENSE VERSION 1.0A 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
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conveyed by this License. Bulmahn, Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen
Radney-MacFarland, Mark Seifter, Owen K.C. Stephens, and James L. Sutter,
with Alexander Augunas, Judy Bauer, John Compton, Adam Daigle, Crystal
Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica
Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
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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.
THE INVASION
BEGINS!
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!
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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