CORE RULEBOOK CORE RULEBOOK Starfinder Creative Director • James L. Sutter TABLE OF CONTENTS Starfinder Creative Design Director • Sarah E. Robinson Starfinder Design Leads • Robert G. McCreary and Owen K.C. Stephens Starfinder Design Team • Logan Bonner, Jason Bulmahn, John Compton, Amanda Hamon Kunz, Jason Keeley, Stephen Radney-MacFarland, and Mark Seifter CHAPTER 1: OVERVIEW 4 Authors • Alexander Augunas, Judy Bauer, Logan Bonner, Jason Bulmahn, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Amanda Hamon Kunz, Thurston Hillman, Jason Keeley, CHAPTER 2: CHARACTER CREATION 12 Robert G. McCreary, Erik Mona, Mark Moreland, Jessica Price, Stephen Radney-MacFarland, F. Wesley Schneider, Amber E. Scott, Character Creation Steps 14 Mark Seifter, Owen K.C. Stephens, James L. Sutter, and Josh Vogt Starfinder Society Developer • Thurston Hillman Ability Scores 18 Cover Artist • Remko Troost Health and Resolve 22 Interior Artists • Alexandur Alexandrov, David Alvarez, Rogier van de Beek, Leonardo Borazio, Alignment 24 Tomasz Chistowski, Taylor Fischer, David Franco Campos, Sebastien Hue, Guido Kuip, Robert Lazzaretti, Mikaël Léger, Leveling Up 26 Víctor Manuel Leza Moreno, Setiawan Lie, Damien Mammoliti, David Melvin, Mark Molnar, Mirco Paganessi, Jose Parodi, Character Themes 28 Miroslav Petrov, Hugh Pindur, Roberto Pitturru, Pixoloid Studios (Aleksandr Dochkin, Nothof Ferenc, Gaspar Gombos, David Metzger, and Mark Molnar), Maichol Quinto, Pavel Rtishev, Connor Sheehan, CHAPTER 3: RACES 38 Firat Solhan, Remko Troost, Leon Tukker, Ben Wootten, and Joshua Wright Androids 42 Editor-in-Chief • F. Wesley Schneider Humans 44 Pathfinder Creative Director • James Jacobs Senior Developer • Robert G. McCreary Kasathas 46 Organized Play Lead Developer • John Compton Developers • Adam Daigle, Crystal Frasier, Amanda Hamon Kunz, Lashuntas 48 Mark Moreland, Owen K.C. Stephens, and Linda Zayas-Palmer Managing Editor • Judy Bauer Shirrens 50 Senior Editor • Christopher Carey Vesk 52 Editors • Jason Keeley, Lyz Liddell, Elisa Mader, Brad Matteson, Adrian Ng, Joe Pasini, Lacy Pellazar, and Josh Vogt Ysoki 54 Lead Designer • Jason Bulmahn Senior Designer • Stephen Radney-MacFarland Designers • Logan Bonner and Mark Seifter Art Director • Sonja Morris CHAPTER 4: CLASSES 56 Senior Graphic Designers • Emily Crowell and Adam Vick Project Manager • Jessica Price Envoy 60 Organized Play Coordinator • Tonya Woldridge Mechanic 68 Publisher • Erik Mona Paizo CEO • Lisa Stevens Mystic 82 Chief Operations Officer • Jeffrey Alvarez Operative 92 Chief Financial Officer • John Parrish Director of Sales • Pierce Watters Solarian 100 Sales Associate • Cosmo Eisele Marketing Director • Jenny Bendel Soldier 110 Outreach Coordinator • Dan Tharp Director of Licensing • Michael Kenway Technomancer 118 Staff Accountant • Ashley Kaprielian Data Entry Clerk • B. Scott Keim Archetypes 126 Chief Technical Officer • Vic Wertz Director of Technology • Dean Ludwig Senior Software Developer • Gary Teter CHAPTER 5: SKILLS 130 Community & Digital Content Director • Chris Lambertz Webstore Coordinator • Rick Kunz Customer Service Team • Sharaya Copas, Katina Davis, CHAPTER 6: FEATS 150 Sara Marie Teter, and Diego Valdez Warehouse Team • Laura Wilkes Carey, Will Chase, Mika Hawkins, Heather Payne, Jeff Strand, and Kevin Underwood CHAPTER 7: EQUIPMENT 164 Website Team • Christopher Anthony, William Ellis, Lissa Guillet, Don Hayes, and Erik Keith Weapons 168 Paizo Inc. Armor 196 7120 185th Ave NE, Ste 120 Augmentations 208 Redmond, WA 98052-0577 Computers 213 paizo.com Technological Items 218 This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder. Magic Items 222 Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game Hybrid Items 226 Content: All trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and descriptive terms derived Vehicles 228 from proper nouns), artworks, characters, dialogue, locations, plots, storylines, trade dress, the historical period called the Gap, the term skyfire, and the Drift (the official Open Game Content term for which is “hyperspace”). (Elements that have previously Other Purchases 230 been designated as Open Game Content, or are exclusively derived from previous open game content, or that are in the public domain are not included in this declaration.) Open Game Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product are Open Game Content, as defined CHAPTER 8: TACTICAL RULES 236 in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Combat Basics 240 Starfinder Core Rulebook © 2017, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society Actions in Combat 244 are registered trademarks of Paizo Inc.; Dead Suns Adventure Path, Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Legends, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder, the Starfinder logo, Starfinder Adventure Path, Starfinder Flip-Mat, Starfinder Pawns, and Starfinder Society are trademarks of Paizo Inc. Printed in China. Injury and Death 250 Combat Modifiers 253 Movement and Position 255 Senses 260 Special Abilities 262 Bonuses and Penalties 266 Defining Effects 268 Conditions 273 Vehicle Tactical Rules 278 CHAPTER 9: STARSHIPS 288 Space Travel 290 Building Starships 292 Sample Starships 306 Starship Combat 316 CHAPTER 10: MAGIC AND SPELLS 328 Magic 330 Mystic Spell List 336 Technomancer Spell List 338 Spell Descriptions 340 CHAPTER 11: GAME MASTERING 386 Adventures and Campaigns 388 Environment 394 Traps 410 Afflictions 414 How to Read Stat Blocks 420 CHAPTER 12: SETTING 422 Pact Worlds Timeline 426 The Pact Worlds 428 Beyond the Pact Worlds 462 The Great Beyond 470 Factions and Organizations 472 Faith and Religion 482 Threats 494 CHAPTER 13: PATHFINDER LEGACY 498 Legacy Conversion 500 Legacy Races 506 GLOSSARY 512 INSPIRATIONAL MEDIA 516 INDEX 518 CHARACTER SHEET 522 STARSHIP SHEET 524 4 OVERVIEW 1 CORE RULEBOOK OVERVIEW CHARACTER CREATION RACES CLASSES SKILLS FEATS EQUIPMENT TACTICAL RULES STARSHIPS MAGIC AND SPELLS GAME MASTERING SETTING PATHFINDER LEGACY WELCOME TO STARFINDER Delving into alien ruins in search of lost magic. Matching wits with corporate technomancers and their robot army in the gritty streets of a space station. Strafing a dragon-crewed attack cruiser with your starship, defending a new colony from deadly alien predators, or making first contact with a previously unknown alien empire. Whether your tools are laser rifles, powered armor, esoteric magic, or simply your powers of persuasion, the Starfinder Roleplaying Game is a game of heroes who change the face of the galaxy, one adventure at a time. OVERVIEW 5 GETTING STARTED In Starfinder, you and your friends play the crew of a starship exploring the mysteries of a weird universe. Within this framework, however, there are no limits to the characters you can play and stories you can tell. Will you join the Starfinder Society in unearthing alien technology, or seek fame and fortune as a corporate mercenary? Perhaps you’re a Xenowarden fighting to protect the ecology of new planets, a mind-reading mystic detective, or an android assassin with a magic sword trying to atone for a dark past. Whatever your mission, you and your team will need all your magic, weapons, and wits to make it through. But most of all, you’ll need each other. Before you can pick up your arc pistol and blast off rules in Chapter 8 explain how to attack, defend, move, and so toward adventure, there are some key things you need on. All the rules players need to play Starfinder can be found to know about running or playing in a Starfinder game. If in this book. you’re already experienced with roleplaying games, feel free The Game Master to skip ahead to the next page. While the rest of the players must create their characters for WHAT’S A ROLEPLAYING GAME? a Starfinder game, the Game Master (or GM) is in charge of Starfinder is a tabletop adventure roleplaying game (RPG): an the story and world. The Game Master is a player, but for the interactive story in which one player—the Game Master—sets sake of simplicity, she is referred to in this book and other the scene and presents challenges, while the other players Starfinder products as the Game Master or GM, whereas the each assume the role of a science fantasy hero and attempt other players are referred to simply as players. The Game to overcome those challenges. By responding to situations Master needs to detail the situations she wants the players to according to their characters’ personalities and abilities, the experience as part of an overarching story, consider how the players help to create the story’s plot as the outcome of each actions of the player characters (or PCs) might affect her plans, scene (called an “encounter”) leads into the next. Dice rolls and understand the rules and statistics for the challenges they combined with preassigned statistics add an element of chance will face along the way. and determine whether characters succeed or fail at the actions Many Game Masters find it fun and convenient to run they attempt. You can think of an RPG as theater: the players premade adventures, in which the game’s story and mechanical are the actors, while the Game Master is the director. But you preparation is largely complete. The Starfinder Adventure Path don’t have to be a skilled actor or storyteller to play the game; line fills this role nicely. Other Game Masters enjoy preparing just describe what you want your character to do, and let the original game material, and many use a blend of both methods. Game Master and the rules do the rest! Either way, the rules in Chapter 11 help Game Masters figure out which characters or creatures are appropriate opponents for The Players a given group of player characters, as well as how to adjudicate Before the game begins, players typically invent their own everything from zero gravity and environmental hazards to what player characters’ backgrounds and personalities. While it’s sort of loot PCs should get as rewards for their accomplishments. possible to play multiple characters at once, it’s generally the During the game, the players roll dice and use their player most fun to have one character per player, so players can really characters’ statistics to determine how in-game actions are get into their roles. In addition to coming up with character resolved. Much like a referee, the Game Master is the final concepts, players use the game’s rules to build their characters’ arbiter of any action’s success or failure, and she can always numerical statistics, which determine the characters’ abilities, override the rules if she disagrees with an interpretation or feels strengths, and weaknesses. Chapter 2 provides in-depth a given rules interaction is breaking the mood. instructions for how to create a character, pointing you toward Unlimited Adventure relevant rules in other chapters. One of the reasons this book is so big is that there are tons of optional rules to help you A roleplaying game such as Starfinder can be played for as long as customize an infinite variety of characters! the Game Master has an ongoing story she enjoys exploring and During the game, the players describe the actions their advancing with her players. This means the game might last for a characters take. Some players particularly enjoy play-acting (or few hours, if the story is short and self-contained, or it might last “roleplaying”) the game’s events as if they were their characters, several years. Each time the Game Master and players sit down to while others describe their characters’ actions as if narrating a play, it’s called a game session—most sessions last several hours. story. Do whatever feels best! Games generally consist of several linked sessions that together Many in-game situations in Starfinder have rules that govern form a complete story, called an “adventure.” Short adventures how they’re resolved. When a fight breaks out, for example, the that can be played in a single session are commonly referred to 6 OVERVIEW 1 CORE RULEBOOK OVERVIEW CHARACTER CREATION RACES CLASSES SKILLS FEATS EQUIPMENT TACTICAL RULES STARSHIPS as “one-shots,” while games that last many sessions or contain encounters and preparing and running games, and more. several linked but distinct adventures are called “campaigns.” They’ll also want to be deeply familiar with the setting MAGIC AND presented in Chapter 12, and Game Masters familiar with the SPELLS WHAT'S IN THIS BOOK? Pathfinder RPG and interested in bringing elements of that This book contains all the information you need to play game into their Starfinder adventures will want to review GAME MASTERING Starfinder, whether you’re a player or a Game Master. While Chapter 13, which explains how to incorporate legacy material some people may want to dive directly into the rules and into Starfinder. character creation beginning with Chapter 2, others may want Besides this book, you need just a few things to play and run SETTING to first learn about Starfinder’s setting by perusing Chapter 12. a Starfinder game. Most importantly, you need a prepared Game For players making characters, Chapter 2 provides a step- Master and players with characters they’ve created ahead of PATHFINDER LEGACY by-step walk-through of the process that includes references time. (Blank character sheets can be found in the back of this to relevant chapters. Chapter 3 follows with information about book and online at paizo.com.) You also need pencils and a set the different core races from which you can choose, and Chapter of polyhedral dice. Each die is referred to using a “d” followed 4 presents classes that determine your character’s skills and by the number of sides it has (so a four-sided die is a d4). You abilities. Chapters 5–7 include information for further customizing need at least one d4, d6, d8, d10, d12, and d20, as well as a set your character’s abilities and equipment, while Chapter 10 covers of percentile dice (“d%”) that generates a number from 1 to 100 magic and spells for characters with a supernatural element. Feel (this can be simulated with two 10-sided dice). You also need free to peruse some or all of these sections before embarking on a tactical battle map with 1-inch squares and a starship battle the character creation process. See the first step in Character map with 1-inch hexagons, as well as tokens or miniatures to Creation on page 14 for more details. represent your characters and ships. Beyond information about character creation, this book Not sure where to start? Starfinder Flip-Mat: Basic Terrain also contains the rules you’ll need to play the Starfinder RPG. and Starfinder Flip-Mat: Basic Starfield give you the maps Tactical combat, movement, and related rules are an important you need to play, and you can find miniatures and cardstock part of Starfinder, as is starship combat, and these can be found pawns like the Starfinder Core Rulebook Pawn Collection at in Chapters 8 and 9. It’s a good idea for players to review these paizo.com, along with dice sets and other gaming accessories. chapters when learning how to play Starfinder, and it’s key SOME BASIC CONCEPTS for Game Masters to understand them so that gameplay and adjudication can flow smoothly. To make the best use of this book, you’ll want to be familiar with Game Masters should also review Chapter 11, which collects several key terms and abbreviations. These are used throughout key GM rules such as Starfinder’s common environments, the book, and many are common to tabletop roleplaying in hazards like traps and poisons, instructions for building general. For a larger glossary, see page 512. GETTING STARTED 7 1d6, d20, etc. Experience Points (XP) These figures are abbreviations for die rolls and indicate which Often just called “experience,” this is a way of tracking your dice you roll to determine a variable number, such as the amount character’s increasing expertise gained as a result of overcoming of damage a weapon deals. The first number tells you how many challenges. When characters earn enough experience points, dice to roll, while the second number tells you the number of they advance in level, or “level up” (see Leveling Up on page 26). sides the die or dice must have; if there’s no first number, just Game Master (GM) roll one die. For example, “roll 2d8” means that you must roll two eight-sided dice, and “roll a d20” means you must roll one The Game Master is the player who adjudicates the rules and 20-sided die. Occasionally, you may need to roll a d3; if you don’t controls the various elements of the Starfinder story and world have a three-sided die, you can roll a d6 instead—treat a roll of 1 or that the players explore. A GM’s duty is to provide a fair and 2 as a 1, a roll of 3 or 4 as a 2, and a roll of 5 or 6 as a 3. fun game—she wants the other players to ultimately succeed in their goals, but only after much heroic striving and danger. Abbreviations Hit Points (HP) and Stamina Points (SP) Starfinder has many game terms that are typically expressed as abbreviations, including HP (Hit Points), SP (Stamina Points), and Stamina Points represent how much damage you can take before RP (Resolve Points). If you miss or forget what an abbreviation you’re actually hurt, while Hit Points represent how badly hurt means, they’re explained in the glossary starting on page 512. you can be before you fall unconscious or die. Stamina Points are lost before Hit Points and are much easier to regain. For a Armor Class (AC) more detailed explanation, see page 22. This is a number representing how hard it is for an enemy to Level strike your character in combat. A character has two Armor Classes: Energy Armor Class (EAC) and Kinetic Armor Class (KAC). A level is an indication of relative power within the game. There are several types of levels. Class level is the number of levels of Attack Roll a specific class that a character has. Character level is the sum An attack roll is a d20 roll that represents your character’s of all of the levels a character has in all of her classes. Level can attempt to strike another creature in combat. also refer to a spell’s level, an item’s level, or another scaling mechanic that falls within the framework of the game’s rules. Check Modifier A check is a d20 roll that may or may not be modified by your character’s statistics or another value. The most common types A modifier is a number that is added to a roll such as an attack are skill checks and ability checks (which determine whether roll, saving throw, or skill check. It can be positive or negative. you successfully perform a task), and initiative checks (which Monster determine when you act in combat). A monster is a nonplayer character. In general, monsters are too Combat strange or unintelligent to be player characters, or are prevented Typically, references to combat refer to tactical combat between from being them for other reasons. A monster might be a player individual characters, which takes place on a square-gridded character’s opponent or ally, or serve any other role. battle map and is covered in depth in Chapter 8. Combat can Nonplayer Character (NPC) instead refer to starship combat, which uses a hex map; you can find the details of that system in Chapter 9. A nonplayer character is controlled by the GM for the purpose of interacting with players and helping advance the story. Creature Player Character (PC) A creature is an active participant in the story or world. This includes player characters (PCs), nonplayer characters (NPCs), This is a character controlled by a player. and monsters. Roleplaying Difficulty Class (DC) Describing a character’s actions, often while play-acting from the This is the target number a creature must meet or exceed when perspective of the character, is referred to as roleplaying. When attempting a check in order to accomplish a given task. a player speaks or describes action from the perspective of a character, it is referred to as being “in character.” Encounter Round An encounter is a situation that presents characters with a challenge. This could be a roleplaying challenge where they In tactical combat, a round is a unit of time equal to 6 seconds need to get information, a physical battle, a trap or puzzle, or in the game world; every character who is able to act gets a anything else that requires players to use their wits or their turn once per round. In starship combat, rounds consist of characters’ statistics. Characters typically earn experience three phases of actions and don’t correlate to a specific amount points for completing encounters. of time. 8 OVERVIEW
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