Galaxy Exploration Manual
Rulebook

Spells
Transmutation
Mystic2
Witchwarper2
You transform your outer layer into solid rock, amplifying your offense and defense.
TransmutationAir
Technomancer1-4
Witchwarper1-4
You alter the movement of air in an area around you.
Transmutation
Mystic1-3
Technomancer1-3
Witchwarper1-3
You magically amplify or add to a target’s senses.
Evocation
Mystic0
Technomancer0
Witchwarper0
You can better control your movement in zero gravity.
EnchantmentMind-Affecting
Mystic1-3
Technomancer1-3
Witchwarper1-3
You create the sensation of a massive earthquake for a short period of time, causing affected creatures to become unsteady on their feet.
EnchantmentFire
Witchwarper4
You form the crater of an active volcano at a target location, immediately exposing all creatures in the area to lava.
EnchantmentCompulsion, Mind-Affecting
Mystic3
Witchwarper3
The target’s mind is flooded with elder mysteries from the dark between the stars, galaxies, and dimensions.
Evocation
Mystic4
Technomancer4
Witchwarper4
You alter the magical forces in the area near you into an unpredictable field of eldritch entropy, potentially causing a number of effects both positive and negatives for those who find themselves in the area.
Feats
Prerequisite
By gathering natural ingredients, you can create life-saving medicines.
Life Science 5 ranks, Survival 5 ranks.
While you’re in the air, you use your advantageous altitude to your favor.
Base attack bonus +8.
By sapping nearby flora, you can protect your own lifeforce.
Mysticism 5 ranks.
You can tap into the local zeitgeist to win friends and influence people.
-
You’re adept at swooping down on a foe.
Dex 14, base attack bonus +1.
You’re particularly graceful while airborne.
-
You’re used to nimbly navigating constructed environments.
Acrobatics 3 ranks.
Your winning and adaptable personality gains you access to less-reputable professional services.
Diplomacy 5 ranks.
Your attacks from above are powerful enough to drive your foes into the ground.
Dex 14, Str 14, Dive Bomb, base attack bonus +7.
You’re an expert at adopting emergency camouflage.
Stealth 1 rank, Survival 1 rank.
Through focused training, you can fly through inclement conditions with ease.
Acrobatics 5 ranks.
Your quick reflexes allow you to shoot rapidly from the air.
Dex 17, Mobility, Shot on the Run, base attack bonus +12.
You’ve picked up the talent of drifting around tight city curves and can perform this maneuver whenever you pilot a vehicle.
Piloting 2 ranks.
You’ve developed your judgment through broad experiences and have learned to gather information at a glance.
Sense Motive 5 ranks.
You have an intuitive understanding of built environments and how people move through them.
Sense Motive 5 ranks.
You can manipulate the air currents surrounding you to defend against attacks.
Str 11, base attack bonus +5.
Armor
NameLevelPriceEACKACMax Dex BonusArmor Check PenaltySpeed AdjustmentUpgrade SlotsBulk
Heavy
31,100+5+71-4-10 ft.13
Heavy
65,700+9+112-4-10 ft.23
Heavy
1019,800+15+182-4-10 ft.43
Light
31,275+2+34--0L
Light
65,900+6+75--1L
Light
1021,800+12+145--3L
Light
15120,000+17+187--4L
Light
54,000+5+65--0L
Light
1141,000+13+156--2L
Armor Upgrades
NameLevelPriceSlotsArmor TypeCapacityUsageBulk
76,4501Heavy, Light, Powered--L
64,2001Heavy, Light, Powered--L
Weapons
NameLevelPriceDamageRangeCriticalBulkCapacityUsageSpecial
Grenade
2140-20 ft.-L1 Drawn-Explode (1 step for 2 rounds, 10 ft.)
Grenade
6575-20 ft.-L- Drawn-Explode (1 step for 2 rounds, 10 ft.)
Grenade
102,650-20 ft.-L- Drawn-Explode (2 steps for 2 rounds, 10 ft.)
Grenade
149,500-20 ft.-L1 Drawn-Explode (3 steps for 2 rounds, 10 ft.)
Grenade
1983,000-20 ft.-L1 Drawn-Explode (4 steps for 2 rounds, 15 ft.)
Grenade
32251d6 P20 ft.-L1 Drawn-Explode (1d6 P, embed 1d6, 10 ft.)
Grenade
65802d6 P20 ft.-L1 Drawn-Explode (2d6 P, embed 1d6, 10 ft.)
Grenade
102,5003d6 P20 ft.-L1 Drawn-Explode (3d6 P, embed 2d6, 10 ft.)
Grenade
1514,2507d6 P20 ft.-L1 Drawn-Explode (7d6 P, embed 3d6, 10 ft.)
Grenade
150-20 ft.-L1 Drawn-Explode (knockdown, 10 ft.)
Grenade
32301d4 So20 ft.-L1 Drawn-Explode (1d4 So, knockdown, 10 ft.)
Grenade
66152d6 So20 ft.-L1 Drawn-Explode (2d6 So, knockdown, 10 ft.)
Grenade
102,6004d6 So20 ft.-L1 Drawn-Explode (4d6 So, knockdown, 10 ft.)
Grenade
149,8007d6 So20 ft.-L1 Drawn-Explode (7d6 So, knockdown, 10 ft.)
Two-Handed
Uncategorized
Advanced Melee
1125,5004d6 P--1- -Analog, Block, Reach, Thrown (20 ft.), Underwater
Two-Handed
Uncategorized
Advanced Melee
31,6001d6 P--1- -Analog, Block, Reach, Thrown (20 ft.), Underwater
Two-Handed
Uncategorized
Advanced Melee
18390,00011d6 P--1- -Analog, Block, Reach, Thrown (20 ft.), Underwater
Grenade
1752d6 A20 ft.-L1 Drawn-Explode (2d6 A, 15 ft.; see text)
Grenade
43203d6 A20 ft.-L1 Drawn-Explode (3d6 A, 20 ft.; see text)
Grenade
78506d6 A20 ft.-L1 Drawn-Explode (6d6 A, 20 ft.; see text)
Grenade
124,80010d6 A20 ft.-L1 Drawn-Explode (10d6 A, 20 ft.; see text)
Projectile
Sniper
31,4701d10 B60 ft.Knockdown 220 Charges4Sniper (500 ft.), Stun, Unwieldy
Projectile
Sniper
89,8702d10 B70 ft.Knockdown 220 Charges4Sniper (500 ft.), Stun, Unwieldy
Projectile
Sniper
1355,0004d10 B80 ft.Knockdown 240 Charges8Sniper (750 ft.), Stun, Unwieldy
Projectile
Sniper
18392,40010d10 B90 ft.Knockdown 280 Charges10Sniper (1000 ft.), Stun, Unwieldy
Two-Handed
Uncategorized
Advanced Melee
76,8502d6 B-Blind 1- -Analog, Block, Bright, Underwater
Two-Handed
Uncategorized
Advanced Melee
17240,00010d6 B-Blind 1- -Analog, Block, Bright, Underwater
Two-Handed
Uncategorized
Advanced Melee
28001d6 B-Blind 1- -Analog, Block, Bright, Underwater
Grenade
21501d4 20 ft.-L1 Drawn-Explode (1d4, daze, 10 ft.)
Grenade
43052d4 20 ft.-L1 Drawn-Explode (2d4, daze, 10 ft.)
Grenade
81,2753d4 20 ft.-L1 Drawn-Explode (3d4, daze, 15 ft.)
Grenade
125,0006d4 20 ft.-L1 Drawn-Explode (6d4, daze, 15 ft.)
Grenade
1621,0008d4 20 ft.-L1 Drawn-Explode (8d4, daze, 20 ft.)
Uncategorized
Sniper
17290,00014d6 B120 ft.Staggered 180 Charges10Force, Penetrating, Sniper (1000 ft.), Unwieldy
Uncategorized
Sniper
76,6003d6 B80 ft.Staggered 120 Charges5Force, Penetrating, Sniper (500 ft.), Unwieldy
Uncategorized
Sniper
29502d6 B80 ft.Staggered 120 Charges5Force, Penetrating, Sniper (500 ft.), Unwieldy
Uncategorized
Sniper
1236,3006d6 B100 ft.Staggered 140 Charges5Force, Penetrating, Sniper (750 ft.), Unwieldy
Uncategorized
Sniper
1480,0006d10 S100 ft.Corrode 3d6240 Charges5Force, Sniper (600 ft.), Unwieldy
Uncategorized
Sniper
914,5003d10 S80 ft.Corrode 2d6220 Charges4Force, Sniper (400 ft.), Unwieldy
Uncategorized
Sniper
42,1801d10 S60 ft.Corrode 1d6220 Charges4Force, Sniper (250 ft.), Unwieldy
Uncategorized
Sniper
19600,00011d10 S120 ft.Corrode 4d6280 Charges10Force, Sniper (800 ft.), Unwieldy
Two-Handed
Uncategorized
Advanced Melee
53,4002d4 P-Embed 2d41- -Analog, Underwater
Two-Handed
Uncategorized
Advanced Melee
912,7004d4 P-Embed 3d41- -Analog, Underwater
Two-Handed
Uncategorized
Advanced Melee
25501d6 P-Embed 1d41- -Analog, Underwater
Two-Handed
Uncategorized
Advanced Melee
16176,00012d4 P-Embed 4d41- -Analog, Underwater
Sonic
Longarm
1238,0004d6 So60 ft.Nauseate 120 Charges1Breach, Underwater
Sonic
Longarm
17250,0008d6 So60 ft.Nauseate 140 Charges2Breach, Underwater
Sonic
Longarm
31,4002d4 So60 ft.Nauseate 120 Charges1Breach, Underwater
Sonic
Longarm
64,1502d6 So60 ft.Nauseate 120 Charges1Breach, Underwater
Weapon Accessories
NameLevelPriceCapacityUsageWeapon TypeBulk
1400201/hourSmall Arm, Longarm, Heavy Weapon, Sniper-
Weapon Fusions
NameLevelDescription
1The climbing weapon fusion allows a weapon to grip onto most surfaces, allowing its wielder to climb while holding the weapon. For the purposes of Athletics checks to climb, a hand wielding a climbing weapon counts toward the two hands needed to climb. This weapon fusion can be installed only in weapons that require only one hand to wield.
2The dimming weapon fusion douses any technological lights carried by the targets of its attacks. On a hit with a dimming weapon, any technological light sources that the target is carrying or wearing, such as portable lights, cease to function until the end of your next turn. This doesn’t affect any other functions of these light sources other than their light-producing capability.
4The echoing weapon fusion reflects the sound waves emitted by sonic weapons off nearby surfaces to reveal previously hidden creatures. When you hit with an echoing weapon, you gain blindsense (sound) with a range of 30 feet until the end of your next turn. This weapon fusion can be installed only in weapons in the sonic category.
2The glowing weapon fusion casts a target in a glowing sheen, allowing others to discern it even in the darkness. On a successful hit with a glowing weapon, the target can be observed until the start of your next turn as if it were in normal light conditions, regardless of light level. This glow also casts squares adjacent to the target in dim light for the same duration.
3The launching weapon fusion allows you to either strike or fire a magically empowered shot into the ground to propel yourself into the air. This functions as the jump jets armor upgrade (Core Rulebook 205), except that it requires a standard action and consumes ammunition according to the weapon’s normal usage. This weapon fusion can be installed only in powered melee weapons and in ranged weapons that use ammunition.
1The mining weapon fusion allows a weapon to become a tool for digging through rock and dirt, carving through such materials easily. A mining weapon ignores an amount of hardness equal to the weapon’s level for all walls made of unworked stone or softer materials. This has no effect on materials harder than unworked stone, such as steel. This weapon fusion can be installed only in two-handed melee weapons.
6The tunneling weapon fusion transforms a heavy weapon into a tool that can carve tunnels into stone. As a full action, you can fire a tunneling weapon at a wall made of unworked stone or softer materials, blasting open a space 10 feet tall, 10 feet wide, and a number of feet deep equal to half the weapon’s range or range increment; if the wall is made of harder material, this has no effect. This requires the expenditure of ammunition equal to triple the weapon’s normal usage, and you must be within the first range increment of the tunneling weapon from the wall to use the weapon in this way. The blast leaves behind rubble in all squares of the newly created space, which is difficult terrain. Any creature in the way of this blast must attempt a DC 15 Reflex save. On a failure, that creature takes half the weapon’s normal damage. This applies no other effects from the weapon other than damage. This weapon fusion can be installed only in heavy weapons that deal kinetic or energy damage.
Augmentations
NameLevelPriceSystems
2560Spinal Column
31,275Ears
Biotech
42,100Brain
41,750All Hands, or All Feet
41,750Hand
Items
NameLevelPriceBulkHandsCapacityUsage
Technological
2100-1--
Magic
Consumable
4325----
250L---
Personal
Worn
1501---
Personal
Consumable
15----
Personal
Consumable
15----
Medicinal
Consumable
175----
Medicinal
Consumable
5450----
Medicinal
Consumable
102,700----
Medicinal
Consumable
1516,200----
Personal
Consumable
15----
Personal
Worn
135L---
Technological
31,27522202/hour
130L---
Personal
275L-201/10 minutes
Technological
110-1--
2100L---
Technological
89,3502-401/10 minutes
Medicinal
Consumable
175----
Medicinal
Consumable
5450----
Medicinal
Consumable
102,700----
Medicinal
Consumable
1516,200----
5440----
275L---
1501-202/hour
1101-1001/minute
4350----
113,850----
1626,000----
Technological
41,850L2--
Technological
88,700L2--
16150,000L2--
1151---
125L---
Technological
1100----
1100----
1100----
Technological
110----
13L---
Magic
Consumable
5440----
Starship Other Systems
PCUCost
01
03
Creature Companion Graft
SizeSmall
Bhandas are slender, pale, lemur-like creatures that mimic the hunting cry of a winged apex predator to flush out prey.
SizeLarge
Reanimated from several smaller bodies and fused into a vaguely saurian shape, chostolichi servitors develop a pack mentality that desperately seeks a leader.
SizeTiny
Natives of Vesk-3, ilskitts look like brightly colored owls with weasel-like torsos. They love to steal and hoard objects, and they are known to bring their owners gifts of items they “find.”
SizeMedium
The mysterious spectra defend the Drift, and some can appear on multiple planes simultaneously. When an iridia spectra leaves the Material Plane, it sometimes leaves behind a crystalline, humanoid husk known as an iridian echo.
SizeLarge
Originating in the jungles of Ukulam on Castrovel, izhashes are fearsome ambush predators with sensitive feeler tendrils.
SizeSmall
This squat hexapod’s body has radial symmetry and resembles a starfish with tall, fern-like crests that chime softly when rustled. They filter feed on sounds, migrating slowly to absorb a varied diet.

Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
Starfinder Galaxy Exploration Manual © 2021, Paizo Inc.; Authors: Kate Baker, Jessica Catalan, John Compton, John Curtin, Alexi Greer, Sasha Laranoa Harving, Joan Hong, Jason Keeley, Chris Lambertz, Robert G. McCreary, Andrew Mullen, Adrian Ng, Emily Parks, Joe Pasini, Samantha Phelan, Stephen Radney-MacFarland, Mikhail Rekun, Jessica Redekop, James Rodehaver, Simone D. Sallé, Shahreena Shahrani, Chris S. Sims, Abigail Slater, Kendra Leigh Speedling, and Jason Tondro.

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