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.mddocs/rules/sf2e-base/playing-the-game.mddocs/rules/sf2e-base/spells.mddocs/rules/sf2e-base/equipment.mddocs/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:
| Mode | Description | Timing | When Used |
|---|---|---|---|
| Encounter Mode | Highly structured; used for combat and stressful situations with initiative rolls | 6-second rounds | Combat, time-critical challenges |
| Exploration Mode | Flexible pacing with travel speed and exploration activities | Minutes to hours | Traveling, investigating, problem-solving |
| Downtime Mode | Low-risk activities like crafting and research | Days or longer | Recovery, 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
- Roll d20 and identify modifiers, bonuses, penalties
- Calculate total result
- Compare to DC
- determine degree of success
Check Formula
d20 + attribute modifier + proficiency bonus + bonuses + penalties
Degrees of Success
Every check has four possible outcomes:
| Degree | Condition | Effect |
|---|---|---|
| Critical Success | Meet or exceed DC by 10 or more | Best possible outcome; often grants extra benefits |
| Success | Meet or exceed DC | Accomplish your goal |
| Failure | Below DC | Task fails with no progress |
| Critical Failure | Below DC by 10 or more | Failure 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 Rank | Bonus Formula | Description |
|---|---|---|
| Untrained | +0 | No training in this skill or ability |
| Trained | Level + 2 | Basic competence from dedicated training |
| Expert | Level + 4 | Significantly above average ability |
| Master | Level + 6 | Among the best in the field |
| Legendary | Level + 8 | World-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:
| Result | Outcome |
|---|---|
| Meet or exceed by 10+ | Critical hit (double damage plus weapon's critical specialization effect) |
| Meet or exceed AC | Hit (deal normal damage) |
| Below AC | Miss (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)
| Distance | Penalty |
|---|---|
| Within first range increment | No penalty |
| Each additional increment beyond first | -2 penalty (cumulative) |
| Maximum range | 6 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 Number | Standard Penalty | Agile Weapon Penalty |
|---|---|---|
| First attack | No penalty | No 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 Type | Dex Cap |
|---|---|
| Heavy Armor | +0 to +1 |
| Medium Armor | +1 to +2 |
| Light Armor | +3 to +4 |
| Unarmored | No 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 Type | Attribute | Purpose |
|---|---|---|
| Fortitude | Constitution | Bodily effects (poison, disease, physical trauma) |
| Reflex | Dexterity | Avoidance (explosions, traps, quick reactions) |
| Will | Wisdom | Mental/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:
| Result | Damage Effect |
|---|---|
| Critical Success | No damage |
| Success | Half damage |
| Failure | Full damage |
| Critical Failure | Double damage |
2.5 Damage System
When an attack hits or an effect deals damage, follow this process:
Five-Step Damage Process
- Roll damage dice (weapon/spell determined)
- Add attribute modifier
- Melee: Strength
- Thrown: Full Strength
- Propulsive: Half Strength (rounded down)
- Spells: Typically no modifier
- Determine damage type
- Apply immunities, weaknesses, resistances (in that order)
- 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:
- Roll normally with all modifiers
- Double or halve the total
- 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:
- Roll damage normally with all modifiers
- Double the total
- Apply immunities, weaknesses, resistances
- 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.
| Result | Effect |
|---|---|
| Critical Success | Dying value -2 |
| Success | Dying value -1 |
| Failure | Dying value +1 |
| Critical Failure | Dying 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
| Action | Cost | Effect |
|---|---|---|
| Stride | One action | Move up to Speed; can trigger reactions for each 5 feet moved |
| Step | One action | Move 5 feet without triggering reactions |
| Crawl | One action | Move 5 feet while prone |
| Drop Prone | One action | Fall to ground |
| Stand | One action | Rise from prone (if on ground) |
| Leap | One action | Jump 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.
| Mode | Description |
|---|---|
| Burrow Speed | Underground movement through earth, sand, or similar materials |
| Climb Speed | Vertical surfaces; don't need to use Athletics checks to climb |
| Fly Speed | Airborne movement; falls if speed exhausted mid-round without taking an action to Fly |
| Swim Speed | Underwater 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:
- Choose spells during daily preparations (typically 8 hours rest)
- Select number of different-ranked spells determined by character level and class
- 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:
- Learn limited spells for your spell repertoire
- During daily preparation, refresh all spell slots
- 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:
- Primary caster leads ritual
- Secondary casters (if required) assist
- At culmination, primary caster attempts skill check
- 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 Level | Ritual Rank Required | Cost |
|---|---|---|
| -1 or 0 | 2 | 15 gp |
| 1 | 2 | 60 gp |
| 2 | 3 | 105 gp |
| 3 | 3 | 180 gp |
| 4 | 4 | 300 gp |
| 5 | 4 | 480 gp |
| 6 | 5 | 750 gp |
| 7 | 5 | 1,080 gp |
| 8 | 6 | 1,500 gp |
| 9 | 6 | 2,100 gp |
| 10 | 7 | 3,000 gp |
| 11 | 7 | 4,200 gp |
| 12 | 8 | 6,000 gp |
| 13 | 8 | 9,000 gp |
| 14 | 9 | 13,500 gp |
| 15 | 9 | 19,500 gp |
| 16 | 10 | 30,000 gp |
| 17 | 10 | 45,000 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 Type | Formula | Effect |
|---|---|---|
| Standard Capacity | 5 + Strength modifier | No penalty |
| Encumbered | Above standard capacity | Encumbered condition (slowed, penalties) |
| Maximum Capacity | 10 + Strength modifier | Cannot exceed this limit |
| Dragging | Special | Treat bulk as half value (requires both hands) |
Bulk Values
| Bulk Rating | Meaning |
|---|---|
| — (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 Size | Bulk Value |
|---|---|
| Tiny | 1 |
| Small | 3 |
| Medium | 6 |
| Large | 12 |
| Huge | 24 |
| Gargantuan | 48 |
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:
- Commercial (baseline)
- Tactical
- Advanced
- Superior
- Elite
- Ultimate
- 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
| Property | Light Armor | Medium Armor | Heavy Armor |
|---|---|---|---|
| AC Bonus | +1 to +2 | +2 to +3 | +3 to +4 |
| Dex Cap | +3 to +4 | +1 to +2 | +0 to +1 |
| Check Penalty | 0 to -1 | -1 to -2 | -2 to -3 |
| Speed Penalty | none to -5 ft | -5 ft | -10 ft |
| Bulk | L to 1 | 1 to 2 | 2 to 3 |
| Upgrade Slots | 1-2 | 2-3 | 3-4 |
Donning and Removing Armor
| Armor Type | Time to Don | Time to Remove |
|---|---|---|
| Light Armor | 1 minute | 1 minute |
| Medium Armor | 5 minutes | 1 minute |
| Heavy Armor | 5 minutes | 1 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
| Statistic | Details |
|---|---|
| AC Bonus | Circumstance bonus when raised (typically +1 to +2) |
| Hardness | Damage reduction per Shield Block reaction |
| HP (BT) | Hit Points and Broken Threshold |
| Speed Penalty | Applied whenever holding shield |
| Bulk | Item'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
| Statistic | Definition |
|---|---|
| Damage | Die type and damage type (B/P/S + optional elemental) |
| Range | Increment; -2 penalty per additional increment beyond first (max 6 increments) |
| Reload | Interact actions needed to reload magazine |
| Bulk | Weight/size value |
| Hands | One or two hands required |
| Magazine | Ammunition/charge capacity |
| Expend | Ammunition consumed per Strike |
| Upgrade Slots | Available modification slots |
| Group | Classification for specialization effects |
| Traits | Special weapon properties |
Weapon Categories
| Category | Description |
|---|---|
| Simple Weapons | Less damage, fewer traits; proficiency easier to obtain |
| Martial Weapons | Moderate damage, useful traits; standard military weapons |
| Advanced Weapons | Higher 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
| Material | Hardness | HP | BT |
|---|---|---|---|
| Ceramic | 5 | 20 | 10 |
| Chain | 9 | 36 | 18 |
| Cloth | 1 | 4 | 2 |
| Composite | 7 | 28 | 14 |
| Leather | 4 | 16 | 8 |
| Plate | 9 | 36 | 18 |
| Polymer | 3 | 12 | 6 |
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
| Method | Definition | Retrieval |
|---|---|---|
| Held | In hands (typically two maximum) | Immediate use |
| Worn | Pockets, belt pouches, sheaths | One Interact action to draw |
| Stowed | Backpack/container | Two Interact actions (open container + retrieve) |
Cost of Living by Standard
| Living Standard | Week | Month | Year |
|---|---|---|---|
| Subsistence | No cost | No cost | No cost |
| Comfortable | 1 gp | 4 gp | 40 gp |
| Fine | 30 gp | 130 gp | 1,600 gp |
| Extravagant | 100 gp | 430 gp | 5,200 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.
Search
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
| Attribute | Governs |
|---|---|
| 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
- Select ancestry normally (gain all standard ancestry benefits)
- Choose versatile heritage instead of standard heritage
- Access unique ancestry feats from your versatile heritage line
Restriction: Only ONE heritage can be selected (standard OR versatile).
Available Versatile Heritages
| Heritage | Origin | Key Features |
|---|---|---|
| Aasimar | Celestial ancestry | Low-light vision, celestial resistance, divine connection |
| Changeling | Hag-born | Claws, darkvision, hag magic |
| Dhampir | Vampire-touched | Negative healing, darkvision, blood hunger |
| Duskwalker | Psychopomp-created | Ghost touch, darkvision, death connection |
| Tiefling | Fiend-touched | Darkvision, fiendish resistance, infernal/abyssal connection |
| Beastkin | Lycanthropic heritage | Bestial features, animal instincts |
| Ifrit | Fire genie-touched | Fire resistance, elemental affinity |
| Oread | Earth genie-touched | Earth resistance, stone affinity |
| Sylph | Air genie-touched | Air resistance, wind affinity |
| Undine | Water genie-touched | Water resistance, aquatic affinity |
SF2E Flavor Interpretations
| Fantasy Origin | SF2E Interpretation |
|---|---|
| Celestial blood | Genetic uplift program |
| Fiendish ancestry | Dark matter exposure, warp-touched |
| Hag parentage | Shapeshifter genetics, alien hybrid |
| Vampire touch | Life extension tech, undead hybrid |
| Psychopomp return | Digital resurrection, AI-restored consciousness |
| Genie heritage | Elemental 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
| Feat | Level | Grants |
|---|---|---|
| Basic Spellcasting | 4 | 1st-rank slots |
| Expert Spellcasting | 12 | 4th-rank slots, Expert proficiency |
| Master Spellcasting | 18 | 7th-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 Name | SF2E Name | Mechanics |
|---|---|---|
| Scrolls | Spell gems | Single-use spell |
| Potions | Serums | Consumable effect |
| Elixirs | Serums | Consumable buff |
| Alchemical bombs | Grenades | Thrown explosives |
| Poisons | Biotech toxins | Applied toxins |
| Wands | Spell chips | Rechargeable spell item |
| Runes | Equipment grades | Item enhancement |
| Talismans | Tech consumables | One-use attached item |
Equipment Enhancement: Runes vs Grades
| System | Flavor | How It Works |
|---|---|---|
| Runes (PF2E) | Magical enchantment | Etch runes onto items |
| Grades (SF2E) | Tech upgrade | Upgrade 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.
| PF2E | SF2E Flavor | Conversion |
|---|---|---|
| 1 gold piece | 10 credits | 1:10 |
| 1 silver piece | 1 credit | 1:1 |
| 1 copper piece | 0.1 credits | 1:0.1 |
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
