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
| Outcome | Result |
|---|---|
| Critical Success | Exceed DC by 10 or more |
| Success | Meet or exceed DC |
| Failure | Below DC |
| Critical Failure | Below DC by 10 or more |
Proficiency Ranks & Bonuses
| Rank | Bonus Formula |
|---|---|
| Untrained | +0 |
| Trained | Level + 2 |
| Expert | Level + 4 |
| Master | Level + 6 |
| Legendary | Level + 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 Type | Attribute | Purpose |
|---|---|---|
| Fortitude | Constitution | Resist health threats (poison, disease) |
| Reflex | Dexterity | Dodge area effects (explosions, traps) |
| Will | Wisdom | Resist 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.
| Class | HP | Key Ability | Role | Spellcasting |
|---|---|---|---|---|
| Envoy | 8 | CHA | Support/Face | No |
| Mechanic | 8 | INT | Tech/Companion | No |
| Mystic | 8 | WIS | Divine Caster | Yes (spontaneous) |
| Operative | 8 | DEX | Striker/Skill | No |
| Solarian | 10 | STR | Melee/Stellar | No |
| Soldier | 10 | CON | Tank/Ranged | No |
| Technomancer | 6 | INT | Arcane Caster | Yes (prepared) |
| Witchwarper | 8 | INT | Reality Warper | Yes (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
| Attribute | Governs |
|---|---|
| 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 Rank | Bonus Formula |
|---|---|
| Untrained | +0 |
| Trained | Level + 2 |
| Expert | Level + 4 |
| Master | Level + 6 |
| Legendary | Level + 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
| Rarity | Availability |
|---|---|
| Common | Standard availability for purchase or selection |
| Uncommon | Requires special training or cultural background |
| Rare | Difficult to find; typically GM-awarded |
| Unique | One-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)
Recommended Materials
- Maps or battle mats
- Miniatures or tokens
- Digital tools (optional)
Dice Notation
| Notation | Meaning |
|---|---|
| d20 | Twenty-sided die |
| d12 | Twelve-sided die |
| d10 | Ten-sided die |
| d8 | Eight-sided die |
| d6 | Six-sided die |
| d4 | Four-sided die |
| 2d6 | Roll two six-sided dice and add results |
| 1d8+3 | Roll 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.
