Starter Character
Build a 1st-level Starfinder character, step by step. Your progress is saved automatically in this browser.
Character Concept
Give your character a name. You can add more detail here, or leave it for later.
Choose a Race
Your race sets your starting Hit Points, senses, languages, and an ability score adjustment.
Choose a Theme
Your theme grants a +1 ability score adjustment and a 1st-level "Theme Knowledge" feature.
Choose a Class
Your class determines your key ability score, Hit Points, proficiencies, and special abilities.
Finalize Ability Scores
Assign your six ability scores — Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma — using point buy or manual entry.
Enter your base scores before racial and theme adjustments — adjustments are applied automatically.
Apply Your Class
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.
Envoy
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.
Envoy Improvisation
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.
Choose an Improvisation
Hover a row to preview the full entry.
| 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 |
Expertise (Ex)
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.
Skill Expertise (Ex)
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).
Mechanic
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.
Artificial Intelligence
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.
Choose a Chassis
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.
Choose an Exocortex Ability
Bypass (Ex)
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.
Custom Rig (Ex)
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.
Mystic
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.
Connections
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 a Connection
Spells Known
Choose 4 cantrips and 2 1st-level spells. Hover a row to preview the full entry.
| 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 |
Connection Power
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.
Connection Spell
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.
Healing Touch (Su)
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
Technomancer
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.
Spells Known
Choose 4 cantrips and 2 1st-level spells. Hover a row to preview the full entry.
| 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 |
Spell Cache (Su)
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.
Technomantic Talent
As you practice weaving spellcode, you can affect not only your own spellcasting, but others' as well. At 1st level, pick a school of magic and gain the listed effect. Unless otherwise noted, you can use each effect twice per day as a reaction when you, an ally, or an enemy within 60 feet casts a spell in that school, applying the effect to that triggering spell. At 4th level and every three levels thereafter, you can invest in your technomantic talents, either increasing the effect of a school you've already chosen or choosing a new school.
Abjuration: You increase (or decrease) either the duration or caster level check of an abjuration spell as though the caster level of its caster were 2 levels higher (or lower). Each subsequent time you choose this as a technomantic talent, you can increase (or decrease) either duration as though its caster level were an additional 2 higher (or lower). This effect can't cause a spell's duration to last longer than 24 hours or be reduced to less than 1 round.
Conjuration: You increase or decrease the damage or healing done by a conjuration spell by one die (of the same size as the original spell). Each subsequent time you choose this as a technomantic talent, add 1/3 your level to the amount of damage or healing added or reduced. This effect can't reduce damage or healing to less than 1.
Divination: You increase (or decrease) the range or duration of a divination spell as though its caster level were 2 levels higher (or lower). Each subsequent time you choose this as a technomantic talent, you can increase (or decrease) either the range or duration as though its caster level were an additional 2 higher (or lower). This effect can't cause a spell's duration to last longer than 24 hours or be reduced to less than 1 round.
Enchantment: You increase (or decrease) the DCs of an enchantment spell by 1. Each subsequent time you choose this as a technomantic talent, you increase (or decrease) the DC by 1, to a maximum amount of +/–3. This does not stack with increases to DCs from other sources; you use the highest available.
Evocation: Instead of rolling damage dice normally for an evocation spell, you can first set one die to its maximum (or minimum) value. Each subsequent time you choose this as a technomantic talent, you can set another die to its maximum (or minimum) value, up to a maximum of 4 dice.
Illusion: As a constant effect, you automatically gain a saving throw to recognize illusions within 60 feet. The first two times you encounter an illusion per day, reduce the DC of the saving throw to disbelieve it by 2. Each subsequent time you choose this as a technomantic talent, reduce those DCs by an additional 2.
Necromancy: Twice per day when a d20 is rolled for a necromancy spell (such as a saving throw or attack roll), you can reroll that d20 as a reaction. Each subsequent time you choose this as a technomantic talent, you gain an additional use of this ability, up to a maximum of 4 times per day.
Transmutation: You increase (or decrease) the duration of a transmutation spell or its caster level to bypass spell resistance as though its caster level were 2 levels higher (or lower). Each subsequent time you choose this as a technomantic talent, you can increase (or decrease) the duration as though its caster level were an additional 3 higher (or lower). This effect can't cause a spell's duration to last longer than 24 hours or be reduced to less than 1 round.
Assign Skill Ranks and Choose Feats
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 | |
| Profession | CHA / INT / WIS | — | Yes | +0 | |
| Sense Motive | WIS | — | — | +0 | |
| Sleight of Hand | DEX | — | Yes | +0 | |
| Stealth | DEX | — | — | +0 | |
| Survival | WIS | — | — | +0 |
| 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 |
Buy Equipment
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.
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|---|
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Finishing Details
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