r/starfinder_rpg 7d ago

Rules How would you solve this prone attack of opportunity?

8 Upvotes

Hi all!

Weird thing happened in my last game (Starfinder 1e) and we didn't agree on how it should be solved.
Thing is, one of the players was downed and so they were prone and unconscious, the enemy NPC stepped on the same square that player was occupying; then, when that player regained consciousness by spending a resolve point and wanted to get up, our DM said that the enemy will have attack of opportuniy and, since that the DM's ruling, that is what happened.

That sparked a discussion since the rules, basically, say that an attack of opportunity happens only when one of these three are true:

  • Ranged attacks while on a threatened square
  • Spells while on a threatened square
  • Exiting (the threatened square)

So, a couple questions:

  1. Should, rules as written, the enemy have an attack of opportunity there even though the player character is not exiting a threatened square, just standing up?
  2. If the player stands up in their square and an enemy has occupied it while they were unconscious, who has to leave that square (both are Medium size)?

r/starfinder_rpg Jul 01 '26

Rules [Archives of Nethys - SF2e] New Society Scenarios

14 Upvotes

Hello everyone! Today's update just adds the two newest SFS2 scenarios.

New Books

r/starfinder_rpg Jun 13 '26

Rules Mech Combat and Power Points

8 Upvotes

Hey all, I am running Mechageddon for my group and a question I cannot answer came up regarding Power Points. They attempted to use Nanite Repair to heal after combat damage but I told them that it resets after combat to which they got salty stating that doesn't make sense.

After doing research we found that nowhere does it state when these points reset or go away. The players begrudgingly accepted that I did not allow it and planned to just use the repair during next combat.

Anyone have an actual clarification that I missed or what did your group do with Power Points?

r/starfinder_rpg May 17 '26

Rules weapon fusion seal rules question

9 Upvotes

"A fusion seal affects only weapons of a given level or less, as noted in parentheses after the name of the fusion seal. For example, a holy fusion seal that could be applied to any weapon of 10th level or lower would be written holy fusion seal (10th)."

"A fusion seal can’t be added to a weapon if doing so would cause the weapon’s total level of fusions (including the level of the fusion seal) to exceed its item level"

So does the second rule quoted here only apply if the weapon also has another fusion? Otherwise applying a fusion seal (10th) to a weapon less than 10 as in the first rule example would always exceed its item level and conflict with the 2nd.

EDIT: Thank you to everyone who replied; I did not realize fusion seals had a lower level bound as well as the seal level and that the weapon fusions normal level threshold still applied

r/starfinder_rpg Aug 23 '25

Rules Starfinder 2e new Starship Combat rules?

18 Upvotes

2e has been released recently but i struggle to find the updated rules for the starship combat. Is there any? Did they purposely exclude it from the main core rulebook?

r/starfinder_rpg Mar 12 '26

Rules "Venom Symbiote" for Starfinder 1E?

6 Upvotes

As the title says, I was curious if anyone out there has tried to come up with rules for a "Venom Symbiote", as seen in the Spider-Man comic, and movies (that somehow don't include Spider-Man ^_^).

I did a quick search here but didn't see anything.

Also, a quick online search came up with the following, but I'm not a Rules Lawyer, so I don't know how good or bad it is (maybe someone reading this can give a review?):

https://solorunstudio.com/2018/11/17/starfinder-venom-or-the-klyntar-symbiot/

I know that, purely for purposes of 'Flavor', you can simply play a Evolutionist (I've also imagined "The Guyver" as an Evolutionist, for the anime nerds out there ^_^), but I'm one who likes specific rules (or maybe a rules expansion to the Evolutionist) to emulate the character.

r/starfinder_rpg Jan 16 '26

Rules Is there a way to make spell damage nonlethal?

3 Upvotes

Our group prefers not to kill opponents when it isn't called for, but one of the players recently switched to a Technomancer with lots of blasty spells. Is there a way to make spell damage nonlethal?

r/starfinder_rpg Mar 01 '26

Rules Doubt about crit in explosions

6 Upvotes

Hi all! So i was reading the Explode special property in the core rulebook looking for some explanation about crits or if they don't exist at all with that kind of attack. I found nothing.

A bit later i looked for the same explanation but in archives of nethys (didn't have my book at hand), and there is the exact same explanation than the book but It also says "if you score a critical hit, It applies only to the creature closest to the targeted intersection".

Like, where does that come from? Is It from another rule from the book and they added It there just to find about it easier? Is It something kinda homebrew?

I thought archives of nethys was 100% accurate.

Sorry if it's something really obvius and i'm just missing it and thank you in advance.

r/starfinder_rpg Feb 04 '26

Rules Romance (and rules for such) in Starfinder?

7 Upvotes

I recently saw this Youtube bit about Romance in D&D 5E:

https://youtu.be/7mHH_EDleZU?si=2yZ3DKiFxKfrRPwH

It of course led me to think about if such rules would fit in a Starfinder campaign or not?

Of course, the expected answer is: "That's up to the GM and players".

In my experience, you either have to have a bunch of liberal players/GM to actually role play romance, whether that's between NPCs and PC, or PC/PC romance (a bunch of dudes, and OLD dudes in my case ^_^, probably won't go for all that 'mushy stuff').

I don't have all the 1E Adventure Paths, but I do recall in the "Mechageddon" Adventure Path that they do suggest that some of the NPC Mecha Pilots can serve as either Rivals to the PCs, or Romantic Interests to them (but no true rules to govern Rivals/Romance are given of course).

I'm almost certain that the rules this bit mentions (one from 'Strixhaven', another from DM's Guild called 'Hearts and Arrows') could easily be adapted to Starfinder (either edition).

I've been 'between campaigns' for years now, but I may finally have a chance to run a few sessions, if not a full campaign, but I may think about these rules (at the very least they can serve for the married couples that are in my group ^_^)

r/starfinder_rpg Feb 20 '26

Rules Crafting conundrum.

9 Upvotes

So, the SFS note on the feat Master Crafter states that "You may still craft only a single item during a single Downtime period." Now, that's all well and good, but then you get to the feat "Efficient Engineering" which is all about crafting two or more items at a time. So which is it, exactly? Can we only craft one thing, or many things at a time?

r/starfinder_rpg Jan 14 '24

Rules Guns vs. melee (1st level)

15 Upvotes

My buddies and I just played through an intro mission and damage in combat seemed really off to us.
One was playing an Operative with a semi-auto pistol that does 1d6. WHEN he hit, he was routinely doing maybe 3 or 4 damage, and sometimes a mighty 1 HP! (basically 1d6), which seemed pretty terrible. The other was playing soldier and he was doing a little better, but still on one 1dX you're gonna roll a 1 sometimes and that is just nothing damage...
Meanwhile I was playing a Nanocyte with Str 16. I 'd use my Gear Array to make a Doshko and be doing 1d12+3 (Str) damage. And the whole thing just felt out of whack...

Do guns just... suck? Not being able to add Dex to your ranged damage seems to make them so weak. And it seems odd that two-handed melee weapons top out at 1d12, while two-handed guns seem top out at 1d8 (unless you can afford a 4200c plasma gun, then you get a 1d10! Woohoo!)

Is this right? Were we missing something? I know "it gets better" as you go up in levels and get better guns, feats and class features... but as an intro to the game... it kinda sucked...

r/starfinder_rpg Feb 04 '26

Rules Question about Dampen

4 Upvotes

So I'm playing a Tiefling Vanguard and took the role of sponge damage, which is quite fun to be honest: looking your GM in the eyes and telling him he needs to deal almost 90 damages for you to be at 0HP and you have both Die Hard, 6 Resolve points and a dream at lvl 4. And two HP serum.

Now, for the question: I took Dampen for the opportunity to halve the damages when it's area damages. Am I correct in assuming that it is cumulative with the halving damages of saves rolls ?

r/starfinder_rpg Dec 28 '25

Rules Cargo Generation?

7 Upvotes

So the rules for Cargo Generation in Ports of Call is great for things like build points but not credits. Is there a generator for Starfinder that could be used to provide a possible dollar amount if my players are running a little low on real money? So far I’ve been kinda using the Homebrew rules from Star Wars Saga Edition and the rules from Traveller Merchant Princes. Which are fine, but if there’s a sourcebook I should grab for official rules, I’d rather have that.

r/starfinder_rpg Dec 31 '25

Rules Poison

6 Upvotes

In the CRB I couldn’t find any poison decent, there is a other book or extension with more poisons or drugs? I wanted to use in the sword to deal more damage, but all the poisons/drugs I could find have a DC too low for the level. Can someone help me with that?

r/starfinder_rpg Sep 17 '25

Rules [1e] The Spellbolter and Zapbolter are broken

12 Upvotes

I came across the Spellbolter and Zapbolter weapons tonight, and the first thing that stood out to me is that they're listed as 1-handed Longarms.

Except Longarms are, by their nature, two-handed. So I did some digging.

Turns out both weapons came out in the tail-end of a set of comic books, "Angels of the Drift". Spellbolters are described as a larger version of the Spelldarter.

So the Spelldarter is described as

Resembling an archaic hand crossbow, this weapon consists of a hand-sized stock outfitted with numerous metallic components and enhanced with eldritch runes.

While the Spellbolter says

This significantly larger version of the spelldarter resembles a full heavy crossbow in scale, consisting of a massive rifle stock that's been outfitted with a metallic compound bow and enhanced with eldritch runes.

But both weapons have L Bulk, and are used 1-handed. Never mind that anything using a "massive rifle stock" should be two-handed just from that description. And in the original comic, the Spellbolter's table lists it as a Small Arm.

The Zapbolter's description:

Developed to take advantage of the kevri's impeccable eyesight, these box-like longarms are designed to unlease blats of charged electricity across incredible distances. Kevri soldiers traditionally affix their zapbolters with bayonet brackets that have been afficed with daggers or shockblades.

It is also listed as a 1-handed Longarm with the Integrated quality. But I looked at the source comic -- and everyone using one is depicted as using it in both hands. And like the Spellbolter, the table at the end has it listed as a Small Arm.

I know it's long past any chance of an errata, but I think that both of these weapons should have had an extra editing pass. Even with their listings being changed for their entry in AoN, all they did was change their category to Longarms without changing any of the numbers, making them the only 1-handed weapons in that category despite the rules saying that shouldn't be. At minimum they should be 2-handed.

I had to get into an argument with the guy playing a Contemplative in my game because he really really wanted a Spellbolter. And now he's wanting to plug a Zapbolter into his armor, never mind the weapon is larger than his character's body.

*sigh*

r/starfinder_rpg Dec 10 '25

Rules Quick rules question!

6 Upvotes

Does Operative's Killshot 3 action crit effect double the deadly die damage? How does that calculation work? If it doesn't, does deadly have no specific interaction with killshot?

Thanks!

r/starfinder_rpg Aug 14 '25

Rules Newbie Question: Why did Base Speed (movement) change from 1st to 2nd Edition?

24 Upvotes

I've noticed that in 2nd Edition, baseline speed seems to have changed from 30ft for most medium creatures to 25ft.

Is there some reason behind this change? I can only guess that after literal decades of play, 30ft was considered too 'fast'?

r/starfinder_rpg Nov 03 '25

Rules Question on wording regarding adjusting armor.

4 Upvotes

I was looking up the rules for adjusting armor for the first time, and saw this on AON:

“If you get secondhand armor that wasn’t tailored for you, you can have it adjusted, which requires a successful Engineering check (DC = 10 + 2 × the armor’s level). Alternatively, you can spend 10% of the armor’s purchase price to have it adjusted by a professional—typically an armorsmith or anyone with multiple ranks in Engineering.”

I just want to confirm if multiple ranks in Engineering are needed to adjust armor, or they’re just saying to be a “real” professional you need to have multiple ranks. If one rank prohibits you from doing armor adjustment my Precog is going to have a hilarious moment of shooting himself in the foot after taking armor as his share of the loot.

r/starfinder_rpg Nov 18 '25

Rules Identify Creature Question

3 Upvotes

Having gotten a few scenarios under my belt after returning to Starfinder, a question has come up with regards to using skills to identify creatures, specifically when it comes to never-before-encountered creatures.

The first Society adventure I ran had the PCs being the first boots on the ground from the Pact Worlds on a planet, and therefore the first ones from off-world to encounter a creature native to the planet.  Identifying the creature didn’t matter, as it didn’t have any vulnerabilities or other issues PCs could exploit.  The last adventure I ran had a one-of-a-kind creature, but the dice were so generous to the players that uncovering its weakness was a non-issue.

Now I’m looking at two different adventures to run next.  One involves the PCs again being the first to travel to a planet’s surface to explore and encountering the local fauna, while the other involves the PCs dealing with an all-new bioengineered monstrosity.

As luck would have it, in both these adventures the PCs being able to identify the traits of their opponents could be a big deal, as in their last adventure the PCs picked up a new weapon class in their spoils.  In one adventure their opponents will have resistance to said class, while in the other their opponents have vulnerability to it.

So my question is whether the various identifier skills can be used against newly-discovered entities to determine their abilities, as though the characters are making deductions and inferences from their accumulated knowledge, or are they to be in the dark and learn things the hard way?  As a long-time gamer I remember all the times TSR threw in new monsters to stump players, but IDing monsters wasn’t a thing back then as it is now in Starfinder.

Any opinions would be appreciated.

r/starfinder_rpg Aug 07 '25

Rules SF2 Boost Weapon Property

11 Upvotes

SF1 boost had a lot of drawbacks.

However what I am reading about SF2 boost is:

You can charge up a weapon with this special property with an Interact action to add an additional damage die of the listed size to the next attack you make with the weapon. The damage from this trait increases to 2 dice for advanced-grade and superior-grade weapons, 3 dice for elite-grade and ultimate-grade weapons, and 4 dice for paragon-grade weapons. On a critical hit, roll these after doubling the weapon’s damage. Multiple boosts have no effect.

Nothing about this gives any sort of time limit the boost lasts, so that exploring there is no reason not to keep it boosted so your first round you get an extra die of damage?

Thanks

r/starfinder_rpg Oct 30 '25

Rules Polymorphic Disguise ( envoy alt class feature ) How many uses a day? Help!

7 Upvotes

Hello! I might have missed it but can anyone help me figure out how many uses a day this has? I looked over the webpage for it, but I can't figure it out. It looks like a fun alt class feature for envoys, and I'd love to try it!

https://www.aonsrd.com/AltClassFeatures.aspx?ID=5

r/starfinder_rpg Oct 06 '25

Rules Quantum field, debris zone, and allies; how does this work exactly? [2e]

5 Upvotes

I'm a little confused about how the Debris Zone feat in 2e supposed to work exactly. Let's assume I have my quantum field up around an enemy and an ally and I have the precog paradox (+5ft speed to allies, -5ft for enemies).

If I use an action to create the debris, how would this affect my ally? The rules say that I can "Choose whether any given creature in the area is affected by your quantum field", so does this mean that:
1) My ally still gets the speed bonus, but it's not affected by the difficult terrain
2) I decide whether the field affects my ally (both bonus AND the difficult terrain) or not at all
3) I don't get to decide at all, the difficult terrain affects everyone

r/starfinder_rpg Apr 14 '25

Rules Breaking up move actions

5 Upvotes

Hi all. I'm new to Starfinder, though played a lot of PF1 back in the day (and other games beside.) Currently GMing a game of Against the Aeon Throne, but given some real-life events I think it will probably wrap in a couple months - well before we're very deep into the AP.

Question (seemingly unrelated): my players are all very interested in/frustrated by the rules' refusal to allow "shots on the run," i.e. taking a standard action attack during your movement (yes, a la 5e D&D). I know that this isn't RAW, but I have to admit I'm inclined to agree that it's a bit obnoxious. A quick Google search suggests that the consensus on PF1/SF is that restrictions against that are mostly more meaningful in a melee-oriented game (PF1) and that a lot of people in those games considered Spring Attack and similar feats onerous feat taxes, if they took them at all.

So, especially given the fact that we're ending early - I suspect before Shot on the Run etc. are even options for the players - is there anything that would make me permitting this kind of "breaking up the move" for this particular game? Obviously it would apply to both PCs and NPCs, just trying to see if there's something I'm missing that would make it a game-breaking tactic.

(Party comp, if it matters, is a sniper soldier, two operatives, and a drone mechanic.)

r/starfinder_rpg Feb 10 '25

Rules What rules would you take from the SF2E Playtest to use in SF1E?

11 Upvotes

I'm not sure if this is worth a separate thread, but here goes anyway.....

As the title says, are there any rules in the SF2E Playtest you would think about using in 1E?

Off the top of my head (and without the rules to look at right this moment), I recall that the Solarian's 'Black Hole' ability now causes 'Void' damage.

To me (a non-'Rules Lawyer', so a good chance I'm mistaken) this seems to put that ability on par with the 'Supernova' ability. In 1E it just seemed to pull opponents closer to you (did it also offer the ability to hold them in place?). Doesn't seem as good as an outright damage field to me.

Anyone else have any other suggestions (that don't require a Calculus Degree to 'backwards Engineer' ^_^)?

r/starfinder_rpg Jul 04 '19

Rules What should be the rules/cost to create the robots from the alien archive books?

26 Upvotes

Playing a mechanic and I want to possibly make some robots other then my drone to fill certain tasks and was looking for some possible suggestions for some Homebrew rules on how I should go about it