Archives of Nethys

Pathfinder 1E | Pathfinder 2E | Starfinder

All Rules | Downtime Rules


Chapter 4: Classes

Class Descriptions

Source Starfinder Core Rulebook pg. 58
Your class is the single most important factor in determining your character’s abilities—the chassis on which everything else is constructed. At the same time, however, each class has the potential to spawn an infinite number of characters depending on the choices you make, both rules-wise and in terms of your personality and the story you want to tell. An android mystic who acts as a priest of the machine god Triune is going to feel and behave wildly differently in play than a lashunta mystic who uses his psychic abilities as a mindreading private detective, despite the fact that they share the same class. The following sections describe Starfinder’s seven core classes, with each entry containing all the information you need to play a member of that class at any level. This introduction is designed help to explain the format used in all class descriptions.

Overview

Each class entry begins by describing a stereotypical member of the class and suggesting a number of ways your character might use her abilities during an adventure. You aren’t restricted to those actions or personality traits when you play a character of that class, and as noted above, it’s possible to create specialized characters of the same class who are effective in very different areas. But if you’re new to Starfinder and looking for help deciding how to roleplay a character of a given class, start here.

Stamina Points: At 1st level and whenever you gain a new level, you gain this number of Stamina Points + your Constitution modifier (minimum 0 SP per level) (see page 22). If your Constitution modifier changes later, adjust your Stamina Points for all your levels.

Hit Points: At 1st level and whenever you gain a new level, you gain this number of Hit Points. These are added to the Hit Points you gain from your race at 1st level.

Key Ability Score

This entry indicates which of the six ability scores is most important for this class—that ability is your key ability score. To be most effective, you should usually make your key ability score your highest ability score. Unless otherwise noted, the saving throw DC for foes to resist your class features (if appropriate) is equal to 10 + half your class level + your key ability score modifier. This entry also notes one or two other ability scores that are important for this class but are not vital.

Class Skills

This entry notes the number of skill ranks you gain at each level; regardless of any penalties to this number, you always gain at least 1 skill rank per level. This entry also lists your class skills, which are those skills a member of your class is usually particularly good at—if you put at least 1 rank in a class skill, you gain a +3 bonus to skill checks with that skill.

Armor Proficiency

This entry lists the armor types with which you are proficient (meaning you automatically know how to use them). See Armor Proficiency in Chapter 8: Tactical Rules for more information on how proficiency affects you.

Weapon Proficiency and Specialization

This entry lists the weapon types in which you are proficient. See Weapon Proficiency in Chapter 8: Tactical Rules for more information on how proficiency affects you. When you reach 3rd level in that class, you also gain Weapon Specialization (as per the feat) in those weapons, which allows you to add your class level to your damage rolls with those weapons (see Weapon Specialization on page 163 for more information). Grenades, missiles, and other consumable weapons never add specialization damage, even when you’re using weapons like a cyberbow or grenade launcher.