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COMPILED SF2E PLAYER RULES

COMPILED SF2E PLAYER RULES

Starfinder 2E Base Game Mechanics

This document covers the base SF2E game rules. For module-specific content (starships, colonies, etc.), see COMPILED_MODULE_PLAYER_RULES.md

Source Files:

  • docs/rules/sf2e-base/introduction.md
  • docs/rules/sf2e-base/playing-the-game.md
  • docs/rules/sf2e-base/spells.md
  • docs/rules/sf2e-base/equipment.md
  • docs/rules/sf2e-base/conditions.md

TABLE OF CONTENTS

PART I: CORE MECHANICS

  • 1.1 Three Modes of Play
  • 1.2 Check System & Degrees of Success
  • 1.3 Proficiency Ranks & Bonuses
  • 1.4 Action Economy

PART II: COMBAT & DEFENSE

  • 2.1 Initiative
  • 2.2 Attack Rolls (Melee, Ranged, Spell)
  • 2.3 Multiple Attack Penalty
  • 2.4 Armor Class & Saving Throws
  • 2.5 Damage System
  • 2.6 Critical Hits

PART III: HEALTH & RECOVERY

  • 3.1 Hit Points & Temporary HP
  • 3.2 Death & Dying System
  • 3.3 Wounded & Doomed
  • 3.4 Hero Points

PART IV: MOVEMENT & PERCEPTION

  • 4.1 Speed & Movement Actions
  • 4.2 Movement Modes
  • 4.3 Cover & Flanking
  • 4.4 Perception & Detection

PART V: CONDITIONS

  • Full conditions reference (detection, senses, death/dying, attitudes, abilities)

PART VI: SPELLCASTING

  • 6.1 Magical Traditions
  • 6.2 Spell Slots & Preparation
  • 6.3 Heightening
  • 6.4 Cantrips & Focus Spells
  • 6.5 Rituals

PART VII: EQUIPMENT BASICS

  • 7.1 Bulk & Carrying Capacity
  • 7.2 Item Levels & Grades
  • 7.3 Armor, Shields, Weapons (mechanics only)
  • 7.4 Augmentations (mechanics only)

PART VIII: EXPLORATION & DOWNTIME

  • 8.1 Exploration Activities
  • 8.2 Downtime Activities

PART I: CORE MECHANICS

1.1 Three Modes of Play

Starfinder 2E structures gameplay into three distinct modes, each with different pacing and rules complexity:

ModeDescriptionTimingWhen Used
Encounter ModeHighly structured; used for combat and stressful situations with initiative rolls6-second roundsCombat, time-critical challenges
Exploration ModeFlexible pacing with travel speed and exploration activitiesMinutes to hoursTraveling, investigating, problem-solving
Downtime ModeLow-risk activities like crafting and researchDays or longerRecovery, crafting, long-term projects

Encounter Mode

Structured combat or time-critical challenges use initiative and rounds. Each character takes their turn in initiative order, receiving 3 actions and 1 reaction per round. Used when timing matters and every action counts.

Exploration Mode

Free-form investigation, problem-solving, and interaction. Used when traveling, exploring, or engaging in non-combat activities. Characters can perform exploration activities like Avoiding Notice, Detecting Magic, Scouting, or Searching.

Downtime Mode

Extended periods for recovery, crafting, research, and long-term goals. Measured in days or longer. Activities include repairing equipment, researching spells, and preparing for adventures.


1.2 Check System & Degrees of Success

All uncertain outcomes in Starfinder 2E use checks: roll d20 + relevant modifier versus Difficulty Class (DC).

Four-Step Check Process

  1. Roll d20 and identify modifiers, bonuses, penalties
  2. Calculate total result
  3. Compare to DC
  4. determine degree of success

Check Formula

d20 + attribute modifier + proficiency bonus + bonuses + penalties

Degrees of Success

Every check has four possible outcomes:

DegreeConditionEffect
Critical SuccessMeet or exceed DC by 10 or moreBest possible outcome; often grants extra benefits
SuccessMeet or exceed DCAccomplish your goal
FailureBelow DCTask fails with no progress
Critical FailureBelow DC by 10 or moreFailure with additional negative consequences

Natural 20/1 Rule

  • Natural 20: Improves result by one degree of success (failure becomes success, success becomes critical success)
  • Natural 1: Worsens result by one degree of success (success becomes failure, failure becomes critical failure)

1.3 Proficiency Ranks & Bonuses

The proficiency system measures your character's aptitude in specific tasks and scales with level to ensure continuous improvement.

Five Proficiency Ranks

Proficiency RankBonus FormulaDescription
Untrained+0No training in this skill or ability
TrainedLevel + 2Basic competence from dedicated training
ExpertLevel + 4Significantly above average ability
MasterLevel + 6Among the best in the field
LegendaryLevel + 8World-class mastery

What Uses Proficiency?

Proficiency applies to:

  • Weapons (simple, martial, advanced)
  • Armor (light, medium, heavy, unarmored defense)
  • Skills (all skills from Acrobatics to Survival)
  • Saving throws (Fortitude, Reflex, Will)
  • Spellcasting (spell attacks and spell DCs)
  • Perception (awareness and initiative)

Level-Scaling Advantage

Because proficiency bonuses include your level, a 10th-level trained character (+12) has better odds than a 1st-level expert (+5), even though expert is a higher rank. This ensures characters remain effective as challenges increase in difficulty.


1.4 Action Economy

The action economy defines what you can do during your turn in encounter mode.

Per Turn Resources

Characters receive each turn:

  • 3 actions (use for most activities)
  • 1 reaction (usable off-turn when triggered)
  • Free actions (don't count toward the action limit)
  • Activities (require multiple actions combined)

Action Types

Single Action

Brief, self-contained effect like Striking, Striding, or Interacting.

Symbol: One action icon

Activity (2-3 Actions)

Multiple actions in succession. Must spend all at once. If interrupted, lose all committed actions. Examples include Casting most spells (2 actions), Full Attack sequences, or complex maneuvers.

Symbol: Two or three action icons

Reaction

  • Uses 1 reaction per round
  • Has a trigger (specific event that allows you to use it)
  • Can occur any time trigger is satisfied (including on other creatures' turns)
  • Regains at start of your turn

Symbol: Reaction icon

Common Example: Attack of Opportunity triggers when an enemy within reach takes certain actions.

Free Action

  • No action cost
  • With trigger: Acts like reaction (occurs when triggered)
  • Without trigger: Acts like single action on your turn
  • No limit to number used

Symbol: Free action icon

Simultaneous Actions Rule

Only one single action/activity/free action without trigger at a time. Free actions with triggers and reactions can interrupt other actions.

Subordinate Actions

Actions called within another action don't cost extra actions (cost already included). They retain normal traits and effects but are modified as specified by the parent action.


PART II: COMBAT & DEFENSE

2.1 Initiative

At the start of combat, all participants roll initiative to determine action order.

Initiative Roll

Perception check = d20 + Wisdom modifier + proficiency bonus + modifiers

Turn Order

  • Highest initiative result acts first
  • Continue in descending order
  • On tied results, higher Perception modifier goes first (or PC before NPC if still tied)

Uses of Perception

  • Determines awareness
  • Sets initiative order
  • Notices hidden creatures or objects
  • Searches for clues

2.2 Attack Rolls (Melee, Ranged, Spell)

Attack rolls determine whether attacks hit their targets by comparing the result to the target's Armor Class.

Melee Attack Roll

d20 + Strength modifier (or Dexterity for finesse weapons) + proficiency bonus + modifiers

Ranged Attack Roll

d20 + Dexterity modifier + proficiency bonus + modifiers

Spell Attack Roll

d20 + spellcasting attribute modifier + proficiency bonus + modifiers

Attack Roll Results

Compare your attack roll total to the target's AC:

ResultOutcome
Meet or exceed by 10+Critical hit (double damage plus weapon's critical specialization effect)
Meet or exceed ACHit (deal normal damage)
Below ACMiss (no effect)
Below AC by 10+Critical miss (typically no additional effect beyond missing)

Bonuses and Penalties

Attack rolls can be modified by:

Bonus Types (Use Highest of Each Type)

  • Circumstance bonuses (flanking, higher ground, favorable conditions)
  • Status bonuses (from spells and conditions like bless)
  • Item bonuses (from weapons with the tracking trait or magic items)

Penalty Types

  • Typed penalties: Use worst of each type (circumstance, status, item)
  • Untyped penalties: All stack together (multiple attack penalty, range penalty)

Range Penalty (Ranged Attacks)

DistancePenalty
Within first range incrementNo penalty
Each additional increment beyond first-2 penalty (cumulative)
Maximum range6 increments away

Example

120-ft rifle:

  • At 240+ ft (2nd increment): -2 penalty
  • At 360+ ft (3rd increment): -4 penalty
  • At 720+ ft (6th increment): -10 penalty (maximum range)

2.3 Multiple Attack Penalty

Making multiple attacks in the same turn imposes cumulative penalties to subsequent attack rolls.

Multiple Attack Penalty Table

Attack NumberStandard PenaltyAgile Weapon Penalty
First attackNo penaltyNo penalty
Second attack-5-4
Third+ attacks-10-8

Rules

  • Penalty applies only during your turn
  • Calculate based on weapon used for that attack
  • Does not apply to reactions taken on other creatures' turns
  • Resets at the start of your next turn

Strategy Notes

The multiple attack penalty makes it increasingly difficult to land hits after your first attack. Often more effective to use your third action for movement, raising a shield, or other tactical options rather than a third attack at -10.


2.4 Armor Class & Saving Throws

Defenses protect you from attacks and harmful effects.

Armor Class (AC)

Your AC is the DC for attack rolls targeting you.

AC Formula:10 + Dexterity modifier (capped by armor) + proficiency bonus + armor bonus + modifiers

Dexterity Cap

Armor limits how much of your Dexterity modifier applies to AC:

Armor TypeDex Cap
Heavy Armor+0 to +1
Medium Armor+1 to +2
Light Armor+3 to +4
UnarmoredNo cap

Off-Guard Condition

When you're off-guard (surprised, flanked, or otherwise vulnerable), your AC is reduced, making you easier to hit.

Saving Throws

Saving throws defend against area effects, spells, poisons, diseases, and other threats that allow you to resist.

All saves use: d20 + attribute + proficiency bonus + modifiers

Save TypeAttributePurpose
FortitudeConstitutionBodily effects (poison, disease, physical trauma)
ReflexDexterityAvoidance (explosions, traps, quick reactions)
WillWisdomMental/spiritual effects (fear, mind control, charm)

Save DC

When you force others to make saving throws: 10 + total modifier for that save

Basic Save Results

Many area damage effects use "basic saving throws" with standard result scaling:

ResultDamage Effect
Critical SuccessNo damage
SuccessHalf damage
FailureFull damage
Critical FailureDouble damage

2.5 Damage System

When an attack hits or an effect deals damage, follow this process:

Five-Step Damage Process

  1. Roll damage dice (weapon/spell determined)
  2. Add attribute modifier
    • Melee: Strength
    • Thrown: Full Strength
    • Propulsive: Half Strength (rounded down)
    • Spells: Typically no modifier
  3. Determine damage type
  4. Apply immunities, weaknesses, resistances (in that order)
  5. Reduce target's HP

Damage Types

Physical Damage

  • Bludgeoning (B) - Blunt force trauma
  • Piercing (P) - Puncture wounds
  • Slashing (S) - Cutting wounds

Energy Damage

  • Acid - Corrosive damage
  • Cold - Freezing damage
  • Electricity - Electric shock
  • Fire - Burning damage
  • Sonic - Sound vibrations
  • Vitality - Life energy (harms undead)
  • Void - Death energy (harms living)

Other Damage Types

  • Force - Pure magical energy
  • Spirit - Spiritual essence
  • Mental - Psychic damage
  • Poison - Toxins and venoms
  • Bleed - Persistent bleeding
  • Precision - Exploit vulnerable spots (sneak attack)

Damage Modifiers by Attack Type

Melee Damage

Damage die + Strength modifier + bonuses + penalties

Ranged Damage

Damage die + bonuses + penalties

Special cases:

  • Thrown weapons: Add full Strength modifier
  • Propulsive weapons: Add half Strength modifier (rounded down)

Spell/Grenade Damage

Damage die + bonuses + penalties (no attribute unless noted)

Doubling and Halving Damage

When effects double or halve damage:

  1. Roll normally with all modifiers
  2. Double or halve the total
  3. Round down when halving (minimum 1 damage)

Immunity

Complete negation of damage type or effect type. Creatures are still targeted but don't apply that effect.

"Immunity to critical hits": Converts double damage to normal (but other critical effects may apply).

Weakness

Increase damage by weakness value when taking damage of that type.

  • Use highest weakness if multiple apply
  • Example: 2d6 fire damage + weakness 5 to fire = 2d6+5 total damage

Resistance

Reduce damage by resistance value (minimum 0) when taking damage of that type.

  • Use highest resistance if multiple apply
  • Example: Resistance 5 to fire reduces 7 fire damage to 2 damage

2.6 Critical Hits

Critical hits represent exceptional strikes that deal devastating damage.

Critical Success Conditions

You score a critical hit when:

  • You roll natural 20 on attack roll, OR
  • You exceed target AC by 10 or more

Critical Hit Effect

Critical hits with the Strike action deal double damage.

Process:

  1. Roll damage normally with all modifiers
  2. Double the total
  3. Apply immunities, weaknesses, resistances
  4. Apply critical specialization effect (if any)

Critical Specialization Effects

Weapons with critical specialization effects based on weapon group grant bonus effects on critical hits. These effects can be voluntarily declined.

Examples include:

  • Knocking targets prone
  • Causing persistent bleed damage
  • Creating difficult terrain
  • Stunning the target

PART III: HEALTH & RECOVERY

3.1 Hit Points & Temporary HP

Hit Points (HP)

Hit Points represent health and heroic drive - the combination of physical vitality and determination that keeps adventurers fighting.

  • Damage reduces HP on 1:1 basis
  • Healing restores HP up to maximum
  • Starting HP = Ancestry HP + Class HP + CON modifier
  • Gain additional HP each level (Class HP + CON modifier)

Temporary HP

Temporary Hit Points are a special protective buffer.

Rules:

  • Track separately from current/max HP
  • Damage reduces temporary HP first
  • Can only have one source of temporary HP (new source replaces old)
  • Cannot be healed; only gained via new effects
  • Lost when you rest to recover HP

Fast Healing

Regains listed HP each round at beginning of turn. Represents accelerated natural healing.

Regeneration

More powerful than fast healing:

  • Regains listed HP each round at beginning of turn
  • Prevents dying from exceeding death threshold
  • Deactivates when taking specified damage type until end of next turn (e.g., "regeneration 10, deactivated by fire")

3.2 Death & Dying System

Starfinder 2E's death and dying system creates dramatic tension while giving characters chances to recover.

Getting Knocked Out (Reaching 0 HP)

Non-Player Characters

Typically die immediately at 0 HP.

Player Characters

When reduced to 0 HP:

  • Move initiative before your next turn would occur
  • Gain dying 1 condition, OR
  • Gain dying 2 if knocked out by critical hit or critical failure on save
  • If damage was nonlethal, become unconscious instead (without dying)

Dying Condition

Dying tracks death status with value 0-4. At dying 4, character dies.

Recovery Check (Start of Each Turn While Dying)

Flat check, DC = 10 + current dying value

This is a flat check - roll d20 only, no modifiers/bonuses/penalties apply.

ResultEffect
Critical SuccessDying value -2
SuccessDying value -1
FailureDying value +1
Critical FailureDying value +2

Taking Damage While Dying

  • Increase dying value by +1
  • Increase dying value by +2 if from critical hit

Losing Dying Condition

  • When dying reaches 0, remain unconscious at 0 HP
  • Gain wounded 1 or increase wounded by 1 if already wounded
  • Full recovery at 1+ HP automatically removes dying and unconscious conditions

Death Effects

Spells/abilities with the death trait that reduce you to 0 HP instantly kill without reaching dying 4 first.

Massive Damage

Instant death if damage ≥ double your maximum HP in a single blow.


3.3 Wounded & Doomed

Two conditions interact with the dying system to make repeated injuries more dangerous.

Wounded Condition

Wounded tracks accumulated injuries and trauma.

Gaining Wounded

  • Gained when losing dying condition
  • Stacks: Increase by 1 each time you lose dying

Effect on Dying

If you gain dying while wounded: increase dying value by wounded value

Example: If you're wounded 2 and get knocked out, you gain dying 3 instead of dying 1.

Removing Wounded

  • Successful Treat Wounds activity (Medicine skill)
  • Full HP + 10 minutes rest
  • Decreases by 1 daily with full night's rest

Doomed Condition

Doomed represents supernatural forces drawing you toward death.

Effect

Maximum dying value reduced by doomed value

Example: Doomed 1 = die at dying 3 instead of dying 4

Removal

Decreases by 1 after full night's rest

Death

Instant death if maximum dying value reaches 0 (e.g., if you have doomed 4)


3.4 Hero Points

Hero Points represent narrative control and dramatic interventions that keep heroes alive in desperate situations.

Gaining Hero Points

  • 1 per session start (automatic)
  • Maximum: 3 Hero Points
  • Reset: Each session

GM Awards

GMs award additional Hero Points for heroic deeds:

  • Selfless actions that risk character safety
  • Daring feats that advance the story
  • Actions beyond normal expectations
  • Creative problem-solving

Hero Point Uses

Use 1: Reroll Check

Cost: 1 Hero Point

Effect: Reroll check; use second result (fortune effect, so incompatible with other fortune effects)

Not an action: Usable when unable to act

Timing: Declare before GM reveals result

Use 2: Avoid Death (Heroic Recovery)

Cost: All remaining Hero Points (minimum 1)

Timing: At start of turn or when dying would increase

Effect:

  • Lose dying condition
  • Stabilize at 0 HP
  • Don't gain/increase wounded from this recovery

Not an action: Usable when unable to act

Describing Heroic Deeds

When spending a Hero Point, describe how your character's:

  • Deed
  • Determination
  • Remembered item
  • Lucky break

Enables the success or survival. This adds narrative flavor and makes the Hero Point expenditure memorable.


PART IV: MOVEMENT & PERCEPTION

4.1 Speed & Movement Actions

Speed

Speed defines movement distance per action spent moving.

Stride action moves up to Speed distance.

Typical humanoid Speed is 25 feet, though this varies by ancestry and equipment.

Basic Movement Actions

ActionCostEffect
StrideOne actionMove up to Speed; can trigger reactions for each 5 feet moved
StepOne actionMove 5 feet without triggering reactions
CrawlOne actionMove 5 feet while prone
Drop ProneOne actionFall to ground
StandOne actionRise from prone (if on ground)
LeapOne actionJump distance up to 10 feet horizontal or 3 feet vertical (Athletics check for longer)

Difficult Terrain

Difficult terrain costs extra movement (typically double).

Examples:

  • Rubble
  • Thick vegetation
  • Steep slopes
  • Shallow water

Special Cases: Climbing, swimming, flying may cost extra based on specific terrain.

Forced Movement

When another creature moves you involuntarily:

  • Forced movement triggered by attack doesn't trigger reactions based on movement (except for Reactive Strike-type reactions)
  • Examples: Shove, Trip, spell effects that move you

4.2 Movement Modes

Beyond standard walking, characters may have alternate movement modes.

ModeDescription
Burrow SpeedUnderground movement through earth, sand, or similar materials
Climb SpeedVertical surfaces; don't need to use Athletics checks to climb
Fly SpeedAirborne movement; falls if speed exhausted mid-round without taking an action to Fly
Swim SpeedUnderwater movement; don't need to use Athletics checks to swim

Using Movement Modes

When you have a specific movement mode (like climb speed or swim speed), you can use the Stride action to move using that mode instead of walking.


4.3 Cover & Flanking

Tactical positioning provides significant combat advantages.

Cover

Cover represents protection from physical barriers between you and attackers.

Effects

  • Grants +2 circumstance bonus to AC
  • Blocks line of effect for some effects

Types

  • Lesser cover: +1 bonus (partial obstruction)
  • Standard cover: +2 bonus (substantial obstruction)
  • Greater cover: +4 bonus (nearly total protection)

Special Cover Uses

Riot shields and mobile bulwarks can be used with Take Cover action to increase circumstance bonus to +4.

Flanking

Flanking represents coordinated positioning to attack from multiple directions.

Requirements

Two allies on opposite sides of enemy (or near-opposite, at GM discretion).

Effect

Each ally reduces enemy AC by 2 (functionally equivalent to +2 bonus to attacks, but implemented as enemy gaining flat-footed condition).

Flat-footed condition represents exposed position and doesn't stack with other sources of flat-footed.


4.4 Perception & Detection

Perception determines awareness of your environment and hidden threats.

Perception Check Formula

d20 + Wisdom modifier + proficiency bonus + modifiers

Detection States

Creatures have one of four detection states relative to each observer:

Observed

  • Observer knows your exact location
  • Observer can see you
  • Attacks against you have normal accuracy

Hidden

  • Observer knows your general location but not exact position
  • Observer cannot see you
  • Attacks against you require DC 5 flat check or miss
  • Can attempt to Seek to find you

Undetected

  • Observer doesn't know you exist in the area
  • Observer cannot see you
  • Can't be targeted directly
  • Assumed position unknown
  • Detected by successful Perception check or when taking obvious actions

Unnoticed

  • Observers unaware of presence
  • Treated as undetected to those unaware
  • Can transition to observed when noticed

Key Perception Actions

Seek one-action

Attempt Perception check to find hidden/undetected creatures or objects.

Sense Motive one-action

Read creature's intent using Perception or Insight check.


PART V: CONDITIONS

Conditions change your state of being and represent everything from attitudes others have toward you to what happens when taking damage or being affected by magic.

General Condition Rules

Duration and Persistence

Conditions persist until their duration ends or they are removed. You can have a given condition only once at a time. If an effect would impose a condition you already have, you now have that condition for the longer of the two durations.

Condition Values

Some conditions have numerical values indicating severity. If a condition value is ever reduced to 0, the condition ends.

Overriding Conditions

Some conditions override others, suppressing but not removing the overridden condition. When the overriding condition ends, the suppressed condition resumes if its duration has not expired.


Detection Group Conditions

Observed

  • Observer knows your exact location
  • Observer can see you
  • Standard attack rolls apply

Hidden

  • Observers unaware of exact location
  • Attackers must succeed DC 5 flat check or miss
  • Can be targeted if observer guesses location correctly
  • Detected by successful Perception check or when attacking

Undetected

  • Observers don't know you exist in area
  • Can't be targeted
  • Assumed position unknown
  • Detected by successful Perception check or other means

Unnoticed

  • Observers unaware of presence
  • Treated as undetected to those unaware
  • Observed by those who noticed you

Senses Group Conditions

Blinded

  • Can't see
  • Automatically fail Perception checks relying on sight
  • -4 status penalty to Perception
  • All creatures and objects are hidden or undetected to you
  • -4 status penalty to attack rolls

Concealed

  • Harder to find and target
  • Attackers must succeed DC 5 flat check or miss
  • Doesn't change detection state (you can still be observed)

Dazzled

  • Everything is concealed to you
  • Bright light impairs vision

Deafened

  • Can't hear
  • Automatically fail Perception checks requiring hearing
  • -2 circumstance penalty to Perception
  • Immune to auditory effects

Invisible

  • Observers can't see you
  • Treated as undetected to creatures relying on sight
  • Can't be targeted by attacks needing to see target
  • If using Stealth, observers must succeed at Perception check against your Stealth DC

Death and Dying Group Conditions

Dying

  • Unconscious
  • At death's door
  • Value 0-4; reaching 4 = death
  • Attempt recovery check each turn (DC 10 + dying value)
  • Taking damage increases dying value
  • At dying 0, lose dying but gain wounded

Unconscious

  • Can't act
  • Fall prone
  • Drop held items
  • -4 status penalty to AC, Perception, Reflex saves
  • Gain blinded and off-guard conditions

Waking Up

If Unconscious from Dying: Wake only if restored to 1+ HP.

If Unconscious at 0 HP (Not Dying): Naturally recover after 10 minutes to several hours.

If Unconscious with 1+ HP: Wake from:

  • Taking damage (unless reduced to 0 HP)
  • Receiving healing
  • Being shaken (Interact action)
  • Loud noise (Perception check against noise DC)
  • Restful sleep

Wounded

  • Value tracks injury severity
  • Gained when losing dying condition (value = 1 + previous wounds)
  • If gain dying while wounded: increase dying by wounded value
  • Removed by full HP + 10 minutes rest or Treat Wounds

Doomed

  • Maximum dying value reduced by doomed value
  • Example: Doomed 1 = die at dying 3 instead of dying 4
  • Decreases by 1 after full night's rest
  • Instant death if maximum dying value reaches 0

Attitudes Group Conditions

NPC and creature attitudes toward characters:

Hostile

  • Actively working against you
  • Will attack if able
  • Opposes your goals

Unfriendly

  • Dislikes you
  • Won't help willingly
  • May hinder your efforts

Indifferent

  • No particular feelings
  • Default attitude for most NPCs
  • May help if benefit is clear

Friendly

  • Likes you
  • Will help with reasonable requests
  • Gives benefit of doubt

Helpful

  • Goes out of way to assist
  • Provides aid without need for persuasion
  • Takes risks to help you

Lowered Abilities Group Conditions

These conditions reduce specific ability scores or related statistics.

Clumsy

  • Status penalty to Dexterity-based checks and DCs
  • Penalty = condition value
  • Affects AC, Reflex saves, ranged attacks, Dexterity-based skills

Drained

  • Reduces maximum HP by condition value × your level
  • Status penalty to Constitution-based checks
  • Decreases by 1 after full night's rest

Enfeebled

  • Status penalty to Strength-based checks and DCs
  • Penalty = condition value
  • Affects melee damage, Athletics, Strength-based attacks

Stupefied

  • Status penalty to Intelligence, Wisdom, and Charisma-based checks
  • Penalty = condition value
  • Affects spellcasting, Will saves, mental skills
  • When casting spell: DC 5 + condition value flat check or lose spell

Additional Common Conditions

Off-Guard

  • Extra defense vulnerability
  • -2 circumstance penalty to AC (or functionally, others get +2 to hit you)
  • Surprised creatures begin combat off-guard
  • Applies when flanked, prone, or caught unaware

Frightened

  • Value indicates fear severity
  • Status penalty to checks and attack rolls equal to value
  • Decreases by 1 at end of turn automatically

Slowed

  • Lose actions equal to value each turn
  • Value decreases by 1 at end of each turn
  • Slowed 1 = 2 actions instead of 3
  • Slowed 2 = 1 action instead of 3

Quickened

  • Gain extra action each turn
  • Extra action specified by effect granting condition (e.g., "quickened, can use extra action to Stride or Strike")
  • Condition ends with effect

Persistent Damage

  • Recurs each round at end of turn
  • After taking damage, attempt DC 15 flat check to recover
  • Specific damage type (persistent fire, persistent bleed, etc.)
  • Can have multiple types simultaneously

Example: 1d6 persistent fire damage = roll 1d6 fire damage at end of each turn until DC 15 flat check succeeds

Broken (Items)

  • Item can't function normally
  • Doesn't grant bonuses (except armor, which still grants reduced bonuses)
  • Must be repaired to function properly
  • Broken armor imposes status penalties based on type

PART VI: SPELLCASTING

6.1 Magical Traditions

Spellcasters access one of four distinct magical traditions, each with unique characteristics and philosophy.

Arcane

Practitioners employ "logic and rationality to categorize the magic inherent in the world."

  • Strengths: Broadest spell list, excellent for offense and utility
  • Weaknesses: Poor at affecting spirits or souls
  • Practitioners: Witchwarpers, technomancers

Divine

"The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Universe."

  • Strengths: Healing, protection, spiritual effects
  • Weaknesses: Limited offensive options
  • Practitioners: Mystics with cosmic healing or shadow connections

Occult

Practitioners "seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way."

  • Strengths: Mental effects, divination, illusions
  • Weaknesses: Limited physical damage
  • Practitioners: Witchwarpers touched by the Gap, mystics linked to Akashic Record

Primal

"An instinctual connection to and faith in the world, the cycle of day and night, the turning of the seasons, and the natural selection of predator and prey."

  • Strengths: Elemental damage, plant/animal effects, weather
  • Weaknesses: Limited social/mental magic
  • Practitioners: Mystics with elemental or cosmic rhythm connections

Tradition Application

When casting spells, add your tradition's trait to the spell. Classes determine which tradition(s) you access. Some abilities grant spells from alternate traditions, which then use your tradition rather than the spell list's original tradition.


6.2 Spell Slots & Preparation

Characters from spellcasting classes cast spells using spell slots. Spell ranks range from 1 to 10, indicating overall power.

Spell Slots

A 1st-level character has few 1st-rank slots daily; advancement grants more slots of higher ranks.

Prepared Spells

Prepared spellcasters (such as Technomancers) select spells daily during preparation.

Process:

  1. Choose spells during daily preparations (typically 8 hours rest)
  2. Select number of different-ranked spells determined by character level and class
  3. Prepared spells remain ready until cast or until next preparation

Cantrip Exception: Once prepared, cantrips can be cast repeatedly without expenditure.

Multiple Castings: Preparing the same spell multiple times allows casting it multiple times daily. For example, preparing magic missile in two 1st-rank slots lets you cast it twice.

Mid-Day Swaps: Some abilities enable mid-day spell swaps, though only daily preparation counts for duration-based effects lasting "until the next time you prepare spells."

Spontaneous Spells

Spontaneous spellcasters (including Mystics) select casting spells from their repertoire at the moment of casting.

Process:

  1. Learn limited spells for your spell repertoire
  2. During daily preparation, refresh all spell slots
  3. When casting, choose any spell from repertoire that fits slot rank

Trade-off: "More freedom in your spellcasting, but you have fewer spells in your spell repertoire."


6.3 Heightening

Both prepared and spontaneous casters can cast spells at higher ranks than listed—called heightening.

Heightening Mechanics

When heightened, "the spell's rank increases to match the higher rank of the spell slot you've prepared it in or used to cast it."

For Prepared Casters: Prepare spells in higher-rank slots to heighten them.

For Spontaneous Casters: Must know spell at that rank OR have signature spell feature for that spell.

Heightened Benefits

Many spells list additional specific benefits when heightened, described at the spell's end. Heightened entries specify required ranks for extra advantages.

Example: "Slice reality says 'Heightened (+1) The damage increases by 1d8.' Because slice reality deals 7d8 void damage at 6th rank, a 7th-rank slice reality would deal 8d8 void damage, an 8th-rank spell would deal 9d8 void damage, and so on."

Cumulative Benefits

Some heightened entries use "+X" notation, indicating benefits per rank increment above the base rank. These benefits stack cumulatively with each additional rank.

Heightened Spontaneous Spells

Spontaneous casters must know spells at the specific rank they wish to cast them. Spells can be added to the repertoire at multiple ranks, allowing different casting options.

Example: "Skyfire wings added as 3rd-rank and 7th-rank spells allows casting at either rank but not 5th-rank."

Signature Spells

Many spontaneous classes offer signature spell features permitting heightened casts of limited spells even when known at a single rank. This allows greater flexibility with favorite spells.

Lower-Rank Casting

Spontaneous casters may cast lower-rank known spells using higher-rank slots without heightening. The spell uses its known rank without heightened effects—generally inefficient except in specific circumstances like using utility spells when higher slots would otherwise go unused.


6.4 Cantrips & Focus Spells

Cantrips

Cantrips are "weaker than other spells but can be used with greater freedom and flexibility."

Key Rules:

  • Carry the cantrip trait
  • Don't consume spell slots
  • Cast "at will, any number of times per day"
  • Auto-Heightening: Automatically heighten to "half your level, rounded up"

For Prepared Casters: Prepare specific number of cantrips daily but cannot prepare them in spell slots.

Example: A 10th-level character's cantrips automatically function as 5th-rank spells.

Focus Spells

Focus spells derive from specific sources like fields of study, mystical force connections, or alternate reality exposure.

Key Rules:

  • Learn exclusively through class features or feats
  • Not from spell lists
  • Use Focus Points (separate from spell slots)
  • Auto-Heightening: Like cantrips, automatically heighten to "half your level rounded up"

Focus Point Mechanics

  • Casting any focus spell costs 1 Focus Point
  • Characters gain focus pools upon first obtaining focus-granting abilities
  • Maximum pool size equals "the number of focus spells you know or 3, whichever is lower"
  • Pool counts only spells requiring Focus Points

Refocusing

All Focus Points refresh during daily preparations.

Refocus Activity: Allows regaining 1 Focus Point through prayer, study, or meditation (typically 10 minutes of appropriate activity).

"You can Refocus multiple times to regain multiple points, up to your pool's maximum."


6.5 Rituals

Rituals are "esoteric and complex spells that anyone can cast. It takes much longer to cast a ritual than a normal spell, but rituals can have more powerful effects."

Casting Rituals

Requirements:

  • Need not be spellcasters
  • Primary casters must know the ritual
  • Spell rank must be no higher than "half your level rounded up"
  • Must possess required skill proficiency

Timing:

  • "A ritual always takes at least 1 hour to perform, and often longer"
  • Often listed in days (each day = 8 hours of participation)
  • Downtime activity (risky during exploration)

Process:

  1. Primary caster leads ritual
  2. Secondary casters (if required) assist
  3. At culmination, primary caster attempts skill check
  4. Results determine outcome

Ritual Costs

Ritual costs appear in Cost entries, listing "valuable components required to cast the ritual."

Consumption Timing: Cost consumed when you attempt the primary skill check.

Cost Formulas: Often "a base cost multiplied by the target's level and sometimes the spell's rank."

Creature Creation Ritual Table

Creature LevelRitual Rank RequiredCost
-1 or 0215 gp
1260 gp
23105 gp
33180 gp
44300 gp
54480 gp
65750 gp
751,080 gp
861,500 gp
962,100 gp
1073,000 gp
1174,200 gp
1286,000 gp
1389,000 gp
14913,500 gp
15919,500 gp
161030,000 gp
171045,000 gp

Secondary Casters

"Many rituals need additional secondary casters, who also don't need to be able to cast spells."

Requirements: Unlike primary caster, secondary casters don't need minimum level or skill proficiency.

Secondary Checks: "Often, a ritual requires secondary checks to represent aspects of its casting." A different secondary caster must attempt each secondary check.

Secondary Results

  • Critical Success: +2 circumstance bonus to primary check
  • Success: No bonus or penalty
  • Failure: -4 circumstance penalty to primary check
  • Critical Failure: As failure, plus reduce primary check success degree by one step

Ritual Outcomes

"A ritual's effect depends on the result of the primary check."

Save DC Calculation: "If an effect lists a save DC, use your spell DC for the ritual's magic tradition (or 12 + your level + your highest mental attribute modifier, if you don't have a spell DC)."

Learning Rituals

"Learning a ritual does not count against any limits on spells in your spell repertoire or on any other normal spellcasting ability."

Availability: "Rituals are never common, though if you look hard, you can probably find someone who can perform an uncommon ritual for you. They may still be unwilling to teach it to you."


Casting Spells - Additional Mechanics

Sensory Manifestations

Spellcasting creates "obvious sensory manifestations, such as bright lights, crackling sounds, and sharp smells."

Nearly all spells manifest visible "spell signature—a colorful, glowing ring of magical runes or circuitry" appearing near hands or adjusted by tradition/class.

Visual Customization: "How spellcasting looks can vary from one spellcasting tradition or class to another, or even from person to person. You have a great deal of freedom in flavoring your character's magic however you wish!"

Spell Components

Spellcasting involves "gestures and utter incantations," so inability to speak prevents most casting.

Costs

Some spells require listed monetary resources or valuable materials like gems or reagents, which are expended during casting.

Loci

A locus "is an object that funnels or directs the magical energy of the spell but is not consumed in its casting." During casting, retrieve the locus and can replace it afterward.

Disrupted and Lost Spells

Certain abilities and spells disrupt others, causing no effect. "When you lose a spell, you've already expended the spell slot and spent the spell's costs and actions."

Ranges, Areas, and Targets

Ranges: Vary from feet to miles, planets, or beyond.

Touch Range: Require physical contact using unarmed reach. "You can usually touch them automatically, though the spell might specify that they can attempt a saving throw or that you must attempt a spell attack roll."

Areas: Some spells create areas like bursts, cones, emanations, or lines.

Targets: Allow selecting creatures, objects, or specific entities within range. "The target must be within the spell's range, and you must be able to see it (or otherwise perceive it with a precise sense) to target it."

Durations

"If a spell's duration is given in rounds, the number of rounds remaining decreases by 1 at the start of each of the spellcaster's turns, ending when the duration reaches 0."

Sustained Spells: "Last until the end of your next turn unless you use the Sustain action on that turn to extend the duration of that spell."

Long Durations: Spells lasting "until your next daily preparations" can be extended by preparing/expending spell slots during daily prep.

Unlimited Durations: "Last until counteracted or Dismissed. You don't need to keep a spell slot open for these spells."


PART VII: EQUIPMENT BASICS

7.1 Bulk & Carrying Capacity

The Bulk system abstracts weight and encumbrance into a simple tracking mechanism.

Bulk Limits

Capacity TypeFormulaEffect
Standard Capacity5 + Strength modifierNo penalty
EncumberedAbove standard capacityEncumbered condition (slowed, penalties)
Maximum Capacity10 + Strength modifierCannot exceed this limit
DraggingSpecialTreat bulk as half value (requires both hands)

Bulk Values

Bulk RatingMeaning
— (Negligible)Doesn't count unless carrying vast numbers (10+ typically)
L (Light)10 light items = 1 Bulk
1, 2, 3, etc.Standard bulk units

Bulk Examples

  • Armor: 3 Bulk (heavy), 1-2 Bulk (medium), L-1 Bulk (light)
  • Sword: 1 Bulk
  • Knife: Light (L)
  • Spell gem: Light (L)
  • Battery: Negligible (—)

Creature Bulk by Size

Creature SizeBulk Value
Tiny1
Small3
Medium6
Large12
Huge24
Gargantuan48

7.2 Item Levels & Grades

Item Levels

  • Each item has a level representing complexity and technology (0-20)
  • Characters cannot craft items exceeding their own level
  • Higher-level items are more powerful and expensive
  • Item level serves as guideline for appropriate treasure

Equipment Grades

Equipment typically comes in seven grades with progressive improvements:

  1. Commercial (baseline)
  2. Tactical
  3. Advanced
  4. Superior
  5. Elite
  6. Ultimate
  7. Paragon

Grade Benefits

  • Higher grades provide additional upgrade slots
  • Armor gains resilient traits improving saving throws
  • Weapons gain damage dice improvements and tracking traits improving attack rolls
  • Shields gain increased Hardness, Hit Points, and Broken Threshold values

Improving Equipment

Upgrade Requirements

Upgrading an item by one grade requires:

  • Crafting Check: DC equal to the finished product's item level

With Formula:

  • Cost: UPBs equal to half the price difference between grades
  • Time: Multiple crafting days

Without Formula:

  • Cost: Full price difference
  • Time: 1 day

7.3 Armor, Shields, Weapons (Mechanics Only)

Armor Mechanics

Armor Class Calculation

AC Formula:10 + Dexterity modifier (capped by armor) + proficiency bonus + armor bonus + modifiers

Armor Statistics by Category

PropertyLight ArmorMedium ArmorHeavy Armor
AC Bonus+1 to +2+2 to +3+3 to +4
Dex Cap+3 to +4+1 to +2+0 to +1
Check Penalty0 to -1-1 to -2-2 to -3
Speed Penaltynone to -5 ft-5 ft-10 ft
BulkL to 11 to 22 to 3
Upgrade Slots1-22-33-4

Donning and Removing Armor

Armor TypeTime to DonTime to Remove
Light Armor1 minute1 minute
Medium Armor5 minutes1 minute
Heavy Armor5 minutes1 minute

Environmental Protection

All armor except those with the exposed trait provides breathable environments in:

  • Thick atmospheres
  • Thin atmospheres
  • Vacuums
  • Non-hazardous liquids

Duration: Item level in time units (minimum 1 day)

Activation: One Interact action Deactivation: One Interact action Recharging: 10 minutes at functioning starship or recharging station

Armor Specialization Effects

Only medium and heavy armor provide specialization effects granting additional benefits based on armor group. Light armor provides no specialization effect.

Shield Mechanics

Shield Statistics

StatisticDetails
AC BonusCircumstance bonus when raised (typically +1 to +2)
HardnessDamage reduction per Shield Block reaction
HP (BT)Hit Points and Broken Threshold
Speed PenaltyApplied whenever holding shield
BulkItem's weight/size value

Using Shields

  • Shields require wielding in one hand
  • Must be raised via the Raise a Shield action to grant AC bonuses
  • Compact and irising shields don't occupy hands if the hand is free or holding light non-weapon objects
  • Can use Shield Block reaction to reduce damage (costs shield HP)

Special Shield Uses

Riot shields and mobile bulwarks can be used with Take Cover action to increase circumstance bonus to +4.

Shield Bash Attacks

Shields function as martial weapons using shield bash statistics, available only for shields not designed as weapons.

Weapon Mechanics

Weapon Statistics

StatisticDefinition
DamageDie type and damage type (B/P/S + optional elemental)
RangeIncrement; -2 penalty per additional increment beyond first (max 6 increments)
ReloadInteract actions needed to reload magazine
BulkWeight/size value
HandsOne or two hands required
MagazineAmmunition/charge capacity
ExpendAmmunition consumed per Strike
Upgrade SlotsAvailable modification slots
GroupClassification for specialization effects
TraitsSpecial weapon properties

Weapon Categories

CategoryDescription
Simple WeaponsLess damage, fewer traits; proficiency easier to obtain
Martial WeaponsModerate damage, useful traits; standard military weapons
Advanced WeaponsHigher damage, advantageous traits; specialized training required

Damage Dice Progression

Damage dice increase in the following order:

1d4 → 1d6 → 1d8 → 1d10 → 1d12 (maximum)

Effects can increase die size once; multiple increases cap at d12.

Ammunition & Magazines

Projectile Weapons:

  • Use magazines holding specific ammunition amounts
  • Cost: 10 projectiles per sp (1 sp)

Battery-Powered Weapons:

  • Use charges equal to battery maximum

Chemical Weapons:

  • Use non-rechargeable tanks

Critical Specialization Effects

Weapons with critical specialization effects based on weapon group grant bonus effects on critical hits. These effects can be voluntarily declined.

Weapon Upgrades

  • Weapons can be customized with technological modifications and magical fusions
  • Installed into upgrade slots via 10-minute Install Upgrade activity
  • Upgrades function only when weapon is wielded
  • Some upgrades attach to specific weapon parts (e.g., sights) - one such upgrade per weapon

Item Damage System

Hardness & Hit Points

  • Every item has Hardness values that reduce incoming damage
  • When Hit Points drop to or below the Broken Threshold (BT), items become broken and unusable
  • At 0 HP, items are destroyed

Material Hardness Reference

MaterialHardnessHPBT
Ceramic52010
Chain93618
Cloth142
Composite72814
Leather4168
Plate93618
Polymer3126

7.4 Augmentations (Mechanics Only)

Implantation Requirements

  • Requires professional augmentation surgeon or master Medicine proficiency
  • Session takes 1 hour per 2 item levels (minimum 1 hour)
  • Implantation cost typically includes procedure

Implant Limit

  • Maximum: 4 implanted augmentations per character
  • Cannot exceed limit
  • Must remove one existing augmentation to install new one when at limit
  • Some augmentations don't count toward limit
  • Apex augmentations never count toward limit

Augmentation Types

Biotech

  • DNA modifications plus biological implants integrated into physiology
  • Non-magical but may originate from magical creatures

Cybernetics

  • Machine/circuitry integrated into flesh/bone
  • Technological but not subject to effects targeting technology unless specified as affecting cybernetics

Magitech

  • Combination cybernetic/magical components
  • Mystically charged crystals, starmetal alloys, rune-engraved microchips
  • Magical but not dispellable unless effect specifies augmentations

Apex Augmentations

Effects

  • Improve one attribute by +1 modifier or to +4 total modifier (whichever higher)
  • Only one apex provides attribute increase per day (choose during daily preparations)
  • All other apex effects apply
  • Can be biotech, cybernetics, or magitech

Augmentation Activation

Continuous Function: Many augmentations function continuously.

Activate Entries: Specify action costs (typically Interact or Concentrate), frequency limits, and cooldown periods between uses.


Currency & Carrying

Starting Wealth & Currency

Starting Wealth

Characters begin with 15 gp to purchase common items. In the Pact Worlds economy, 10 credits equals 1 gold piece, so this is equivalent to 150 credits in setting flavor.

Credits as Flavor

Credits serve as the primary galactic currency across the Pact Worlds, functioning as both digital and physical assets. The system includes credsticks, portable devices roughly finger-sized that securely store funds with optional biometric or magical protections. For game mechanics, all prices use gold pieces (gp) following PF2E's level-based pricing curve.

Selling Items

Key Rule: "Most items can be sold for half their Price, but coins, gems, art objects, and raw materials can be exchanged for their full Price."

Universal Polymer Base (UPB)

Definition: Tiny multifunction components used in crafting most common galactic goods.

Properties:

  • Bulk: 1 per 1,000 units
  • Currency Use: Serve as alternative currency in major settlements
  • Crafting: Primary material for creating technological items

Item Carrying Methods

MethodDefinitionRetrieval
HeldIn hands (typically two maximum)Immediate use
WornPockets, belt pouches, sheathsOne Interact action to draw
StowedBackpack/containerTwo Interact actions (open container + retrieve)

Cost of Living by Standard

Living StandardWeekMonthYear
SubsistenceNo costNo costNo cost
Comfortable1 gp4 gp40 gp
Fine30 gp130 gp1,600 gp
Extravagant100 gp430 gp5,200 gp

PART VIII: EXPLORATION & DOWNTIME

8.1 Exploration Activities

Exploration activities have exploration or downtime traits and occur during non-encounter play.

Rules

  • Can perform other minor tasks alongside exploration activities
  • If interrupted: Lose time spent but no additional penalty
  • Can't use exploration activities during encounter mode

Common Exploration Activities

Avoid Notice

Move carefully to avoid detection using Stealth.

Detect Magic

Concentrate on magical auras while traveling.

Scout

Range ahead of group to spot threats.

Look for hidden doors, traps, or clues.

Investigate

Examine environment for useful information.

Defend

Stay alert for danger with weapon ready.

Track

Follow tracks or trail of creatures.

Cover Tracks

Obscure your passage.


8.2 Downtime Activities

Measured in days:

Common Downtime Activities

Craft

Create or repair equipment using Crafting skill.

Time: Multiple days based on item level and quality Requirements: Formula (for reducing time), appropriate tools, raw materials

Earn Income

Use skills to make money.

Time: Varies by employment Skills: Any skill can potentially earn income in the right context

Research

Learn about topics using appropriate skills.

Time: Multiple days Skills: Typically academic skills like Computers, Engineering, or appropriate Lore

Retrain

Change character options like feats or skills.

Time: Typically 7 days per change Restrictions: Can't retrain away prerequisites still in use

Repair

Fix broken items using Crafting.

Time: Based on item complexity Cost: 10% of item's Price in raw materials

Prepare for Adventures

Ready yourself and your equipment for upcoming challenges.

Recover from Injuries

Long-term bed rest to heal lingering wounds.

Long-Term Activities

Many downtime activities assume you're dedicating several hours per day over multiple days. You can typically do one significant downtime activity plus other minor tasks like resting, socializing, and basic maintenance.


General Game Conventions

GM Has Final Say

Uncertain rules resolved by GM considering fairness and fun.

Specific Overrides General

Specific rules supersede general ones in conflicts.

Rounding

Round down unless specified.

Halved 1 = minimum 1.

Multiplying

Multiple multipliers combine (each after first adds 1 less):

×2 and ×2 = ×3×2 and ×3 = ×4

Duplicate Effects

Only highest level/rank effect applies.

Newer effect if equal rank.

Ambiguous Rules

If interpretation seems too good/problematic, collaborate with group on sensible solution.


Key Attributes

Six Attributes

AttributeGoverns
Strength (Str)Melee damage, carrying capacity, Athletics
Dexterity (Dex)AC, Reflex saves, ranged attacks, Acrobatics, Stealth
Constitution (Con)Hit Points, Fortitude saves, stamina
Intelligence (Int)Skill training, problem-solving, many knowledge skills
Wisdom (Wis)Perception, Will saves, Medicine, Survival
Charisma (Cha)Social influence, Deception, Diplomacy, Intimidation

Attribute Modifiers

  • Range from -5 to +5 for ordinary creatures
  • Starting characters capped at +4
  • Each +1 modifier represents a significant advantage (roughly 5% better odds on checks)

Summary

This compiled document provides the complete SF2E base game mechanics for players, covering:

  • Core Mechanics: Three modes of play, d20 check system with degrees of success, proficiency ranks, and action economy
  • Combat: Initiative, attack types, multiple attack penalty, AC, saving throws, damage system, and critical hits
  • Health: HP, temporary HP, death and dying rules, wounded/doomed conditions, and Hero Points
  • Movement: Speed, movement actions, movement modes, cover, flanking, and detection
  • Conditions: Complete reference for all condition types and their mechanical effects
  • Spellcasting: Four magical traditions, spell slots, preparation vs. spontaneous casting, heightening, cantrips, focus spells, and rituals
  • Equipment: Bulk and carrying capacity, item levels and grades, armor/shield/weapon mechanics, and augmentation rules
  • Exploration & Downtime: Activities for non-combat play

For module-specific rules (starships, colonies, vehicles, etc.), see COMPILED_MODULE_PLAYER_RULES.md.

For complete details on any topic, refer to the original source files in docs/sf2e-rules/.


PART IX: CHARACTER CREATION

9.1 The 10-Step Character Creation Process

SF2E uses the same character creation process as PF2E. Follow these steps to create a character:

Step 1: Create a Concept

Define your character's archetype, personality, and role in the party. Consider their backstory and motivations.

Step 2: Start Building Attributes

All attributes start at +0. You'll apply boosts and flaws from ancestry, background, and class.

Step 3: Select an Ancestry

Choose your heritage (species). Gain:

  • Hit Points (ancestry HP)
  • Size and Speed
  • Attribute boosts and flaws
  • Languages
  • Ancestry traits and special abilities

Step 4: Select a Background

Choose your pre-adventuring career. Gain:

  • Two attribute boosts (one fixed, one free choice)
  • Training in a skill
  • Training in a Lore skill
  • A skill feat

Step 5: Select a Class

Choose your adventuring profession. Gain:

  • Key attribute boost
  • Class HP per level
  • Proficiencies (attacks, defenses, skills)
  • Class features and starting equipment options

Step 6: Determine Attribute Scores

Apply all boosts and flaws:

  • 4 free boosts at level 1 (max one per attribute)
  • Ancestry boosts/flaws
  • Background boosts
  • Class boost

Boost: +2 to ability (if 10-17) or +1 (if 18+) Flaw: -2 to ability

Step 7: Record Class Details

Note all class features, proficiencies, Class DC, special abilities, and feature progression.

Step 8: Buy Equipment

Use starting wealth (15 gp) to purchase weapons, armor, adventuring gear, and tech items.

Step 9: Calculate Modifiers

Determine all derived statistics:

  • HP: Ancestry HP + Class HP + Con modifier
  • AC: 10 + Dex (capped by armor) + proficiency + armor bonus
  • Saves: 10 + ability + proficiency
  • Skills: Ability + proficiency + modifiers

Step 10: Finishing Details

Name your character, write backstory, determine personality, and note starting Hero Points (usually 1).


9.2 Versatile Heritages (PF2E Option)

Versatile heritages are special heritage options that can apply to ANY ancestry. Instead of choosing a standard heritage, you can choose a versatile heritage to represent planar ancestry, supernatural lineage, or unique origins.

How They Work

  1. Select ancestry normally (gain all standard ancestry benefits)
  2. Choose versatile heritage instead of standard heritage
  3. Access unique ancestry feats from your versatile heritage line

Restriction: Only ONE heritage can be selected (standard OR versatile).

Available Versatile Heritages

HeritageOriginKey Features
AasimarCelestial ancestryLow-light vision, celestial resistance, divine connection
ChangelingHag-bornClaws, darkvision, hag magic
DhampirVampire-touchedNegative healing, darkvision, blood hunger
DuskwalkerPsychopomp-createdGhost touch, darkvision, death connection
TieflingFiend-touchedDarkvision, fiendish resistance, infernal/abyssal connection
BeastkinLycanthropic heritageBestial features, animal instincts
IfritFire genie-touchedFire resistance, elemental affinity
OreadEarth genie-touchedEarth resistance, stone affinity
SylphAir genie-touchedAir resistance, wind affinity
UndineWater genie-touchedWater resistance, aquatic affinity

SF2E Flavor Interpretations

Fantasy OriginSF2E Interpretation
Celestial bloodGenetic uplift program
Fiendish ancestryDark matter exposure, warp-touched
Hag parentageShapeshifter genetics, alien hybrid
Vampire touchLife extension tech, undead hybrid
Psychopomp returnDigital resurrection, AI-restored consciousness
Genie heritageElemental adaptation, environmental modification

Compendium Access: PF2E Foundry system → Heritages → Filter "Versatile"


9.3 Archetypes & Multiclassing (PF2E Option)

Archetypes are optional character customization that lets you multiclass into another class, specialize in a particular fighting style, or gain abilities outside your base class.

How Archetypes Work

Step 1: Take a Dedication Feat

  • Usually available at level 2+
  • Grants core archetype abilities
  • Requires meeting prerequisites

Step 2: Take Archetype Feats

  • Use class feat slots for archetype feats
  • Must take 2 archetype feats before taking another dedication

The Dedication Rule: You cannot take another dedication feat until you have taken at least 2 other feats from your current archetype.

Archetype Types

Class Archetypes (Multiclassing) Take abilities from another class (Fighter, Rogue, Wizard, etc.). Grants reduced versions of class features.

Skill Archetypes Specialize in particular expertise: Acrobat, Assassin, Beastmaster, Bounty Hunter, Cavalier, Duelist, Marshal, Medic, Poisoner, Scout, Sentinel, and many more.

Spellcasting Archetype Progression

FeatLevelGrants
Basic Spellcasting41st-rank slots
Expert Spellcasting124th-rank slots, Expert proficiency
Master Spellcasting187th-rank slots, Master proficiency

Free Archetype Variant Rule

Optional Rule: At levels 2, 4, 6, 8, etc., characters gain a FREE archetype feat that doesn't use their class feat slot.

Benefits:

  • More character customization
  • Every character can multiclass/specialize
  • Doesn't sacrifice class progression

GM Considerations: Increases character power slightly, adds complexity. Great for experienced groups.

Compendium Access: PF2E Foundry system → Feats → Filter "Dedication"


9.4 PF2E Content Compatibility

"The rules for Starfinder and Pathfinder are fully compatible." — SF2E GM Core, Chapter 5: Anachronistic Adventures

All PF2E content works in SF2E campaigns. The SF2E system is built on the PF2E foundation, so all PF2E classes, ancestries, spells, and equipment are mechanically compatible.

Item Naming Equivalents

These are the SAME mechanics with different flavor names:

PF2E NameSF2E NameMechanics
ScrollsSpell gemsSingle-use spell
PotionsSerumsConsumable effect
ElixirsSerumsConsumable buff
Alchemical bombsGrenadesThrown explosives
PoisonsBiotech toxinsApplied toxins
WandsSpell chipsRechargeable spell item
RunesEquipment gradesItem enhancement
TalismansTech consumablesOne-use attached item

Equipment Enhancement: Runes vs Grades

SystemFlavorHow It Works
Runes (PF2E)Magical enchantmentEtch runes onto items
Grades (SF2E)Tech upgradeUpgrade equipment grade (Commercial → Paragon)

Both systems work. Choose based on campaign tone. You can even mix them.

Currency

All item prices use PF2E gold pieces (gp), aligned with PF2E's level-based pricing curve.

PF2ESF2E FlavorConversion
1 gold piece10 credits1:10
1 silver piece1 credit1:1
1 copper piece0.1 credits1:0.1

In the Pact Worlds setting, "credits" is the in-world name for currency. For game mechanics, use gp. In mixed campaigns, use whichever flavor term fits the scene.

In Foundry VTT: All item prices are stored in the gold piece (gp) field.

Thematic Guidance

Option 1: Full Integration - Use all PF2E and SF2E content freely. Maximum player choice.

Option 2: SF2E Flavor Preference - Use SF2E naming when available for consistent sci-fi tone.

Option 3: Separated by Origin - PF2E items = archaic/magical; SF2E items = technological.

See Also: docs/rules/quick-references/PF2E-CONTENT-IN-SF2E-GUIDE.md for complete compatibility reference.


Last Updated: 2026-01-17