Primary Style Technique
At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.
Build a 1st-level Starfinder character, step by step, to copy onto your own character sheet. Your progress is saved automatically in this browser.
Give your character a name. You can add more detail here, or leave it for later.
Your race sets your starting Hit Points, senses, languages, and an ability score adjustment.
Your theme grants a +1 ability score adjustment and a 1st-level "Theme Knowledge" feature.
Your class determines your key ability score, Hit Points, proficiencies, and special abilities.
Assign your six ability scores - Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma - using point buy, a quick array, or manual entry.
Pick one of the CRB's preset arrays (pg. 19), then assign each value to whichever ability you like. Under this method racial and theme adjustments don't apply - the value you assign is your final score.
Enter your base scores before racial and theme adjustments - adjustments are applied automatically.
Your class's 1st-level table entry sets your Hit Points, Stamina Points, base attack bonus, and saving throw bonuses, and grants your first class features.
Choose a class in Step 4 to see your class features and derived statistics here.
Base attack bonus and saving throws are recorded here as your class's raw table values - Finishing Details combines them with your ability modifiers into final totals.
As you gain experience, you learn envoy improvisations—little tricks that bolster allies, confound enemies, or change the ebb and flow of battle using guile, inspiration, or luck. You learn your first envoy improvisation at 1st level, and you learn an additional improvisation at 2nd level and every 2 levels thereafter. See the list of available envoy improvisations here.
If an improvisation allows you to grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states otherwise. If an envoy improvisation allows a saving throw to resist its effects or requires an enemy to attempt a skill check, the DC is equal to 10 + half your envoy level + your Charisma modifier.
Some envoy improvisations are language-dependent, mind-affecting, sense-dependent, or some combination of any or all of these. These terms are defined on page 270.
| Improvisation | Tags | Selected |
|---|---|---|
| Clever Feint | ||
| Dispiriting Taunt | ||
| Don't Quit | ||
| Expanded Attunement | ||
| Get 'Em | ||
| Inspiring Boost | ||
| Look Alive | ||
| Not in the Face | ||
| Universal Expression | ||
| Watch Your Step |
You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6.
Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results.
At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).
Base attack bonus and saving throws are recorded here as your class's raw table values - Finishing Details combines them with your ability modifiers into final totals.
You construct an artificial intelligence (or AI), a sophisticated program of self-motivated code that you can access for help in a variety of endeavors. This AI is the product of your own genius, far more advanced and complicated than any available for sale to consumers (though it falls short of being truly self-aware), and only you know the secrets of its creation and operation. Your AI can take one of two forms: a drone or an exocortex. You must pick one of these forms upon taking your first level of mechanic, and once this choice is made, it cannot be changed.
You begin play with a powerful robotic drone to house your AI. You build and control this drone, which accompanies you on your adventures and is capable of combat, espionage, and other specialized tasks. As you gain levels, your drone advances in sophistication and gains additional abilities. While the value of your drone is immense, only you, with your extensive knowledge of its quirks and security measures, can ever hope to operate or repair it. See full drone rules here.
You begin play with an exocortex, an artificial processor that interacts with and augments your biological brain's cognitive functions, which can aid you in a variety of tasks, from combat to digital infiltration. Your exocortex is implanted within your physical body or brain, similar to a piece of cybernetic hardware, allowing your AI to access your mind and feed you information. As you gain levels, your exocortex advances in sophistication and processing power. Only you can access or interact with your exocortex. See the list of available exocortex abilities here.
You are skilled at getting inside computer systems and electronic devices. At 1st level, you gain a +1 insight bonus to Computers and Engineering skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1.
You have created a customized toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain (though it can be combined with a datajack for the same price as installing a datajack normally), your eyes, or an arm. Alternatively, you can configure it to be a handheld device, meaning that you must retrieve it and hold it to use it effectively. While using this rig, you always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt. Some mechanic tricks and drone mods require the use of a custom rig. In addition, you can use your custom rig as a personal comm unit. Finally, if you have a drone, you can use your custom rig to communicate over an encrypted channel with your drone to issue commands to its AI or directly control it at a range of 2,500 feet.
If your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work. You can have only one custom rig at a time. If you create a new custom rig, your old one functions as a normal toolkit of whatever type you made it from and can no longer be used with your mechanic tricks.
Base attack bonus and saving throws are recorded here as your class's raw table values - Finishing Details combines them with your ability modifiers into final totals.
You have a mysterious connection with some force that grants you magical powers. The exact nature of your connection can vary widely, and even mystics who share the same connection may interpret it differently. You must pick one connection upon taking your first level of mystic—once made, this choice can't be changed. View all connections.
Many mystics serve as priests of various gods, and while you can theoretically choose any type of connection with any entity or concept, deities rarely grant connections that don't fit within their ethos (for example, Weydan, the god of freedom, is unlikely to look kindly on overlords). As such, each connection lists the deities and philosophies commonly associated with it.
Choose 4 cantrips and 2 1st-level spells.
| Spell | School | Selected |
|---|---|---|
| Daze | Enchantment | |
| Detect Affliction | Divination | |
| Detect Magic | Divination | |
| Fatigue | Necromancy | |
| Ghost Sound | Illusion | |
| Grave Words | Necromancy | |
| Psychokinetic Hand | Transmutation | |
| Stabilize | Conjuration | |
| Telekinetic Projectile | Evocation | |
| Telepathic Message | Divination | |
| Token Spell | Transmutation |
| Spell | School | Selected |
|---|---|---|
| Charm Person | Enchantment | |
| Command | Enchantment | |
| Confusion, Lesser | Enchantment | |
| Detect Radiation | Divination | |
| Detect Thoughts | Divination | |
| Disguise Self | Illusion | |
| Identify | Divination | |
| Keen Senses | Transmutation | |
| Life Bubble | Abjuration | |
| Mindlink | Divination | |
| Reflecting Armor | Abjuration | |
| Remove Condition, Lesser | Conjuration | |
| Share Language | Divination | |
| Wisp Ally | Conjuration |
At 1st level, 3rd level, and every 3 levels thereafter, you gain a connection power unique to your connection. If a connection power allows a saving throw to resist its effects, the DC is equal to 10 + half your mystic level + your Wisdom modifier. If the power requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your mystic level + your Wisdom modifier.
Your connection grants you additional spells known, one for each level of mystic spell you can cast, starting at 1st level and at any level when you normally gain access to a new spell level. These spells are in addition to the spells known listed on Table 4–6: Mystic Spells Known. These spells can't be exchanged for different spells at higher levels (except in specific cases; see below). The spell level of each spell is listed in your connection's entry.
If your connection lists a single variable-level spell (Variable-Level Spells) for all spell levels at the start of its spells entry, you gain that variable-level spell when you first get your connection spell for each level. The next time you gain a connection spell, add the next higher level of the variable-level spell to your list of spells known. You immediately lose the lower-level version of that variable-level spell and replace it with the listed connection spell for that lower level.
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
Base attack bonus and saving throws are recorded here as your class's raw table values - Finishing Details combines them with your ability modifiers into final totals.
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. View all operative specializations. Your specialization grants you the Skill Focus feat in your specialization's associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.
You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see operative specializations) with a DC equal to 20 + your target's CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can't use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.
Base attack bonus and saving throws are recorded here as your class's raw table values - Finishing Details combines them with your ability modifiers into final totals.
At 1st level, you gain a physical manifestation of your stellar power. The base form of your solar manifestation, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Beyond the solar mote, your manifestation can take one of two additional forms: armor or a weapon. You must pick one solar manifestation (either armor or a weapon) upon taking your first level of solarian. You also choose whether your solar manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode, the glow or darkness returns immediately. Once made, these choices cannot be changed.
Only you can interact with your solar manifestation, whether in mote, armor, or weapon form. No other creature or effect can affect your solar manifestation in any way, including disarming or sundering it.
You can form your solar mote into a suit of armor made out of stellar energy that outlines your body. This armor appears to be made out of glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can take whatever general shape you choose, whether glowing armored plates of solidified stellar energy, a form-fitting suit of crackling energy, or an aura of stellar plasma. Your solar armor's general design has no impact on its function and doesn't give the armor any special abilities. Once you've selected the general design, you can't change it until you gain a new solarian level.
Your solar armor grants you a +1 enhancement bonus to both your Kinetic Armor Class and your Energy Armor Class. This bonus increases to +2 at 10th level. It is compatible with light armor, but it gives you no benefit if you're wearing heavy armor. At 5th level, you also gain energy resistance 5 while your solar armor is active. You can choose either cold resistance or fire resistance when you activate the armor, and can switch energy types as a move action. This energy resistance increases by 5 at 10th level and every 5 levels thereafter.
Forming or dismissing solar armor is a move action.
You can seize your solar mote in one hand to form a melee weapon out of stellar energy. This weapon appears to be made out of glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can be whatever general shape you choose. Normal melee weapons like axes, swords, and spears are most common, but other shapes, such as a large rune of stellar energy, a mass of writhing energy tendrils, or an energized fist that fits over your own hand, are possible as well. Your solar weapon's general design has no impact on its function, and doesn't give the weapon any special abilities such as reach. Once you've selected the general design, you can't change it until you gain a new solarian level.
Your solar weapon functions as a one-handed kinetic advanced melee weapon, and you're automatically proficient with it. At 1st level, choose whether your solar weapon deals bludgeoning, piercing, or slashing damage. You can change the damage type each time you gain a new solarian level. Your solar weapon deals damage equal to 1d6 + your Strength modifier. This damage increases by 1d6 at 6th level, 9th level, 12th level, and every level thereafter. Solarian weapon crystals (see page 170) can increase your solar weapon's damage.
Forming or dismissing a solar weapon is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your solar weapon is automatically dismissed if it ever leaves your hand.
As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills.
As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills.
The stellar forces you call on are attuned to either photons (representing the power of stars to emit heat, light, and plasma) or gravitons (representing the power of stars to attract and imprison objects through gravity). The ultimate expression of photon power is the supernova, when all of a star's energy is exerted outward, while the ultimate expression of graviton power is the black hole, where gravity is so strong that nothing, not even light, can escape it. The balance between these two opposing cosmic forces is the source of your power, and your stellar mode represents the strength of your connection with one or both of these forces—a relationship that shifts from one moment to the next as you use your stellar revelations.
When in battle, you enter a state of metaphysical alignment with cosmic forces. At the start of your first turn in combat, if you are conscious, you must choose one of three stellar modes: graviton, photon, or unattuned (see below).
At the start of each subsequent turn of combat, you must choose to either stay in your current stellar mode or to become unattuned. If you choose to stay in your mode, you gain another attunement point for that mode. As long as you have 1 or 2 attunement points in a mode, you are attuned to that mode. Once you reach 3 attunement points in a mode, you become fully attuned to that mode. Some of your stellar revelations are zenith revelations, which can be used only when you're fully attuned to one mode or the other. When you are fully attuned, you cannot gain more points in your mode, but you stay fully attuned until combat ends, your stellar mode ends, or you become unattuned. If you choose to become unattuned, you lose all attunement points you've accrued so far. At the start of your next turn, you can enter a new stellar mode or stay unattuned.
At the end of combat, your stellar mode ends. If you fall unconscious during an encounter, you become unattuned. If you regain consciousness while still under threat, you can enter a stellar mode on your first turn after regaining consciousness, as if it were the first round of combat; if combat ends before you regain consciousness, your stellar mode ends. If you are not in a stellar mode, for any reason, you are considered unattuned for the purposes of your stellar revelations.
You can use stellar revelations both in and out of combat, but since you can't enter a stellar mode outside of battle, any revelation that lasts for 1 round or as long as you're in a stellar mode lasts only 1 round if you're not in combat.
When you're not in combat, you can't enter a stellar mode. This ability manifests only in high-stakes situations, when your training takes over and connects your mind to the universe. There needs to be some risk to you for your stellar mode to activate, so you must be facing a significant enemy (see page 242). If there's any doubt about whether you're in combat or able to access your stellar mode, the GM decides. This also means that your stellar mode might end before what was previously a dangerous battle is over, once all that remains are dregs that don't pose a real threat to you.
When you enter graviton mode, you gain 1 graviton attunement point and become graviton-attuned. Some of your stellar revelations are graviton powers and get stronger if you're graviton-attuned. While graviton-attuned, you gain a +1 insight bonus to Reflex saves. This bonus increases by 1 for every 9 solarian levels you have.
When you enter photon mode, you gain 1 photon attunement point and become photon-attuned. Some of your stellar revelations are photon powers and get stronger if you're photon-attuned. While photon-attuned, you gain a +1 insight bonus to damage rolls (including damage rolls for your stellar powers). This bonus increases by 1 for every 6 solarian levels you have.
While unattuned, you gain no attunement points and you are neither photon-attuned nor graviton-attuned. You gain no benefits while unattuned.
As you gain experience, you uncover new secrets about the powers of energy, gravity, stars, and other fundamental sources of cosmic power that grant you the ability to channel these forces and manifest potent preternatural powers. At 1st level, you automatically learn the black hole and supernova stellar revelations. At 2nd level and every 2 levels thereafter, you learn an additional stellar revelation. You cannot select the same stellar revelation more than once unless it says otherwise. You can choose any stellar revelations you wish, but if you have more photon revelations than graviton revelations, or vice versa, it is more difficult to become fully attuned in either mode (see Disproportionate Revelations below). View all stellar revelations.
Stellar revelations normally note what kind of action they require. If a stellar revelation does not note the kind of action it takes and it modifies some other action (such as an attack or skill check), it can be used as part of that action. If a stellar revelation allows a saving throw to resist its effects, the DC is equal to 10 + half your solarian level + your Charisma modifier. A revelation that says it lasts for 1 round or until you leave the associated mode lasts for whichever of these durations is longer. You can use stellar revelations both in and out of combat, but since you can't enter a stellar mode outside of battle, any revelation that lasts for 1 round or as long as you're in a stellar mode lasts only 1 round if you're not in combat.
If you devote yourself too strongly to one type of revelation, you fall out of harmonic alignment with the cosmic forces you access. You can have one more revelation of one type (either graviton or photon) than the other type without penalty. If your revelations of one type outnumber those of the other type by two or more, you are considered attuned while you have from 1 to 3 attunement points in a stellar mode, and you do not become fully attuned to either stellar mode until you have accrued 4 attunement points in that stellar mode. For example, if you have three photon revelations and one graviton revelation, you would need 4 photon attunement points to be fully photon-attuned and 4 graviton attunement points to be fully graviton-attuned.
Base attack bonus and saving throws are recorded here as your class's raw table values - Finishing Details combines them with your ability modifiers into final totals.
You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed. View all fighting styles.
At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.
Base attack bonus and saving throws are recorded here as your class's raw table values - Finishing Details combines them with your ability modifiers into final totals.
Choose 4 cantrips and 2 1st-level spells.
| Spell | School | Selected |
|---|---|---|
| Dancing Lights | Evocation | |
| Daze | Enchantment | |
| Detect Affliction | Divination | |
| Detect Magic | Divination | |
| Energy Ray | Evocation | |
| Ghost Sound | Illusion | |
| Mending | Transmutation | |
| Psychokinetic Hand | Transmutation | |
| Telepathic Message | Divination | |
| Token Spell | Transmutation | |
| Transfer Charge | Transmutation |
| Spell | School | Selected |
|---|---|---|
| Comprehend Languages | Divination | |
| Detect Radiation | Divination | |
| Detect Tech | Divination | |
| Disguise Self | Illusion | |
| Erase | Transmutation | |
| Grease | Conjuration | |
| Hold Portal | Abjuration | |
| Identify | Divination | |
| Jolting Surge | Evocation | |
| Keen Senses | Transmutation | |
| Life Bubble | Abjuration | |
| Magic Missile | Evocation | |
| Overheat | Evocation | |
| Supercharge Weapon | Evocation | |
| Unseen Servant | Conjuration |
As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don't need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you've expended all your spell slots for that spell's level.
If your spell cache is damaged, it is restored to full Hit Points the next time you prepare your spells. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.
At 1st level you gain skill ranks equal to your class's formula plus your Intelligence modifier (minimum 1). Ranking a class skill grants a +3 bonus; you can also assign your rank to a non-class skill without that bonus.
| Skill | Ability | Class Skill | Trained Only | Rank | Total |
|---|---|---|---|---|---|
| Acrobatics | DEX | - | - | +0 | |
| Athletics | STR | - | - | +0 | |
| Bluff | CHA | - | - | +0 | |
| Computers | INT | - | Yes | +0 | |
| Culture | INT | - | Yes | +0 | |
| Diplomacy | CHA | - | - | +0 | |
| Disguise | CHA | - | - | +0 | |
| Engineering | INT | - | Yes | +0 | |
| Intimidate | CHA | - | - | +0 | |
| Life Science | INT | - | Yes | +0 | |
| Medicine | INT | - | Yes | +0 | |
| Mysticism | WIS | - | Yes | +0 | |
| Perception | WIS | - | - | +0 | |
| Physical Science | INT | - | Yes | +0 | |
| Piloting | DEX | - | - | +0 | |
| Sense Motive | WIS | - | - | +0 | |
| Sleight of Hand | DEX | - | Yes | +0 | |
| Stealth | DEX | - | - | +0 | |
| Survival | WIS | - | - | +0 |
Profession is actually a number of separate skills - add one row per specialization (e.g. "Chef," "Pilot") and choose the ability score you and your GM determine most appropriate. Each spends one of the skill points above, and always counts as a class skill.
| Specialization | Ability | Total |
|---|
No Professions added yet.
| Feat | Type | Selected |
|---|---|---|
| Basic Melee Weapon Proficiency | Combat | |
| Blind-Fight | Combat | |
| Bodyguard | Combat | |
| Diehard | General | |
| Diversion | General | |
| Drag Down | Combat | |
| Fleet | Combat | |
| Great Fortitude | General | |
| Grenade Proficiency | Combat | |
| Improved Feint | Combat | |
| Improved Initiative | Combat | |
| Improved Unarmed Strike | Combat | |
| Iron Will | General | |
| Jet Dash | General | |
| Light Armor Proficiency | Combat | |
| Lightning Reflexes | General | |
| Multi-Weapon Fighting | Combat | |
| Opening Volley | Combat | |
| Skill Focus | General | |
| Skill Synergy | General | |
| Small Arm Proficiency | Combat | |
| Sniper Weapon Proficiency | Combat | |
| Spell Penetration | General | |
| Stand Still | Combat | |
| Toughness | General | |
| Weapon Focus | Combat |
You start with 1,000 credits to spend on weapons, armor, and gear. Search or filter by category, then click an item to add it - click again to add another.
| Name | Category | Price | Bulk | Quantity |
|---|
| Name | Qty | Subtotal | Remove |
|---|
Nothing purchased yet.
Set your character's alignment, home world, and languages, then review the full build below.
Where your character was raised - a planet, station, or ship.
Choose a race in Step 2 to see your character's languages here.
Prevalent
Other
A positive Intelligence modifier grants additional languages at 1st level.
Common, your race's tongue, and your home world's language (if any) are known automatically.
Choose a race, theme, and class in earlier steps to see your full character summary here.