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Starfinder 2E - Chapter 1: Introduction

Starfinder 2E - Chapter 1: Introduction

Source URL: https://2e.aonsrd.com/rules/1-chapter-1-introduction


Overview

Starfinder is a science fantasy tabletop roleplaying game set after the Gap, featuring exploration across the Pact Worlds and beyond. The game emphasizes player choice determining story outcomes through collaborative narrative and mechanics.


Three Modes of Play

Exploration Mode

Free-form investigation, problem-solving, and interaction. Used when traveling, exploring, or engaging in non-combat activities.

Encounter Mode

Structured combat or time-critical challenges with initiative and rounds. Used when timing matters and every action counts.

Downtime Mode

Extended periods for recovery, crafting, research, and long-term goals. Measured in days or longer.


Action Economy (Encounters)

Characters receive:

  • 3 actions per turn
  • 1 reaction per round (usable off-turn)
  • Free actions (don't count toward the action limit)
  • Activities require multiple actions combined

Check System

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

Check Outcomes

OutcomeResult
Critical SuccessExceed DC by 10 or more
SuccessMeet or exceed DC
FailureBelow DC
Critical FailureBelow DC by 10 or more

Proficiency Ranks & Bonuses

RankBonus Formula
Untrained+0
TrainedLevel + 2
ExpertLevel + 4
MasterLevel + 6
LegendaryLevel + 8

Combat Fundamentals

Initiative

Perception check determines action order at the start of combat.

Attack Rolls

Proficiency bonus + attribute modifier versus target's Armor Class (AC).

Damage

Weapon damage + modifiers. Critical hits deal double damage.

Multiple Attack Penalty

  • Second attack: -5 penalty (-4 with agile weapons)
  • Third attack: -10 penalty (-8 with agile weapons)

Saving Throws

Save TypeAttributePurpose
FortitudeConstitutionResist health threats (poison, disease)
ReflexDexterityDodge area effects (explosions, traps)
WillWisdomResist mental effects (charm, fear)

Hit Points & Conditions

  • Damage reduces HP
  • Conditions impose penalties or restrict actions

Character Creation (10 Steps)

Step 1: Create a Concept

Define your character's archetype and personality.

Step 2: Start Building Attributes

Start all attributes at +0. Apply boosts and flaws during subsequent steps.

Step 3: Select an Ancestry

Choose your heritage. Gain:

  • Hit Points
  • Size and Speed
  • Languages
  • Ancestry feat

Step 4: Pick a Background

Select your upbringing. Gain:

  • Skill training
  • Background feat

Step 5: Choose a Class

Choose your profession. Gain:

  • Key attribute boost
  • Class features
  • Class feat

Step 6: Finish Attributes

Apply 4 remaining free attribute boosts.

Step 7: Record Class Details

Record:

  • Total HP (Ancestry HP + Class HP + CON modifier)
  • Proficiencies
  • Class features
  • Spells (if applicable)

Step 8: Buy Equipment

Spend 15 gp on starting gear.

Step 9: Calculate Modifiers

Determine:

  • Perception modifier
  • Saving throw modifiers
  • Strike modifiers
  • Skill modifiers

Step 10: Finishing Details

Record:

  • Armor Class (AC)
  • Bulk capacity
  • Spells known/prepared
  • Deity (if applicable)
  • Age, appearance, personality

Starting Statistics

Hit Points

Ancestry HP + (Class HP + CON modifier) per level

Armor Class

10 + Dexterity modifier (capped by armor) + armor proficiency + armor bonus

Skills

Proficiency ranks vary by class and background.


SF2E Classes

Starfinder 2E includes eight classes, each filling a distinct role in a party.

ClassHPKey AbilityRoleSpellcasting
Envoy8CHASupport/FaceNo
Mechanic8INTTech/CompanionNo
Mystic8WISDivine CasterYes (spontaneous)
Operative8DEXStriker/SkillNo
Solarian10STRMelee/StellarNo
Soldier10CONTank/RangedNo
Technomancer6INTArcane CasterYes (prepared)
Witchwarper8INTReality WarperYes (spontaneous)

Envoy

A charming leader and master influencer who motivates allies, pushes them past their limits, and uses quick wit to navigate social and combat encounters. Envoys excel at getting others to cooperate, choosing a Leadership Style that shapes their directive abilities.

Mechanic

A technological genius who builds and modifies gear, from weapons and explosives to custom robots. Mechanics construct an exocortex neural implant linked to a robot companion, weapon turret, or remote mines, making them the go-to expert for anything that needs fixing or breaking.

Mystic

A spiritual conduit who channels the fundamental forces of the cosmos to form deep bonds with allies. Mystics draw on supernatural wellsprings of life energy to heal, protect, and empower their party through spontaneous divine spellcasting shaped by their chosen Connection.

Operative

A focused, quick-witted professional who thrives in high-stakes combat. Operatives use deadly aim and tactical training to take down targets efficiently, with specializations that grant impressive prowess in fields like stealth, hacking, or social manipulation.

Solarian

A solar knight who channels the stellar forces of gravity and light. Solarians attune themselves between these cosmic extremes, manifesting solar weapons and armor while cycling through graviton and photon states to unlock powerful combat abilities.

Soldier

A master of area weapons and heavy armor who stands in the thick of battle. Soldiers lay down devastating suppressive fire, drawing enemy attention and setting allies up for success while absorbing punishment that would fell lesser combatants.

Technomancer

A reality hacker who understands that magic and technology are part of the same underlying code. Technomancers use a magical programming language to overclock equipment and push prepared arcane spells past their normal limits, blending tech expertise with arcane power.

Witchwarper

A reality manipulator forever altered by a strange paradoxical event. Witchwarpers explore the infinite possibilities of the multiverse, creating fields that subvert space and time while casting spontaneous spells anchored to a stabilizing memory, concept, or object.


Attribute System

Six Attributes

AttributeGoverns
Strength (Str)Melee damage, carrying capacity
Dexterity (Dex)AC, Reflex saves, ranged attacks
Constitution (Con)Hit Points, Fortitude saves
Intelligence (Int)Skill training, problem-solving
Wisdom (Wis)Perception, Will saves
Charisma (Cha)Social influence, diplomacy

Attribute Modifiers

  • Range from -5 to +5 for ordinary creatures
  • Starting characters capped at +4
  • Each +1 modifier represents a significant advantage

Key Mechanical Terms

Level

Ranges from 1-20 for player characters. Measures power progression.

Experience Points (XP)

1,000 XP = one level

Feats

Selected abilities representing specialized training or natural talent.

Skills

Proficiencies in specific tasks like Athletics, Computers, Diplomacy, etc.

Spells

Magical or technological effects. Typically two-action activities. Spell ranks range from 1-10.

Conditions

Ongoing effects modifying actions or statistics (e.g., frightened, prone, dying).


Proficiency System

Five ranks measure character aptitude in specific tasks:

Proficiency RankBonus Formula
Untrained+0
TrainedLevel + 2
ExpertLevel + 4
MasterLevel + 6
LegendaryLevel + 8

Proficiency applies to:

  • Weapons
  • Armor
  • Skills
  • Saving throws
  • Spellcasting
  • Perception

Game Structure

Sessions

Several hours of play. Campaigns span multiple sessions.

Adventures

Single narrative arc with a story setup, plot, and conclusion.

Rounds

Approximately 6 seconds of game time. All participants take turns in initiative order.

Turns

Up to 3 actions per character during their initiative turn.


Rarity System

RarityAvailability
CommonStandard availability for purchase or selection
UncommonRequires special training or cultural background
RareDifficult to find; typically GM-awarded
UniqueOne-of-a-kind items or abilities

Social Contract

Gaming requires mutual agreement on fun and comfort. Groups should:

  • Discuss preferred content
  • Establish boundaries before play begins
  • Respect all players' comfort levels
  • Communicate openly about session expectations

Required Tools

Essential Materials

  • Character sheets
  • Polyhedral dice (d4, d6, d8, d10, d12, d20)
  • Published or homebrew adventure
  • Starfinder Alien Core (for monsters and NPCs)
  • Maps or battle mats
  • Miniatures or tokens
  • Digital tools (optional)

Dice Notation

NotationMeaning
d20Twenty-sided die
d12Twelve-sided die
d10Ten-sided die
d8Eight-sided die
d6Six-sided die
d4Four-sided die
2d6Roll two six-sided dice and add results
1d8+3Roll one eight-sided die and add 3

Game Master Role

The Game Master (GM):

  • Controls the world and NPCs
  • Adjudicates rules
  • Creates or runs adventures
  • Determines difficulty classes
  • Awards experience points
  • Manages pacing and story flow
  • Ensures everyone has fun

Player Role

Players:

  • Create and control their characters
  • Make decisions for their characters
  • Roll dice for checks and actions
  • Collaborate with the group
  • Engage with the story and world
  • Respect other players and the GM

Summary

Starfinder 2E combines science fiction and fantasy in a d20-based system. Characters progress from level 1 to 20, using a three-action economy in encounters, exploration activities between fights, and downtime for long-term projects. The proficiency system scales with level, ensuring characters improve across all areas as they gain experience. With clear degrees of success and a robust attribute system, every roll matters and every character choice shapes the story.