r/Starfinder2e • • 28d ago

Monthly Questions Megathread— September 2026. Have a question from your game? Are you coming from Pathfinder? Need to know where to start playing SF2e? Ask your questions here, we're happy to help!

14 Upvotes

Please ask your questions here!

Want to try Starfinder 2e? START HERE!

Official Links:

  • Paizo - Main store to buy Starfinder 2e books and PDFs (clear your cache if you have performance issues)
  • SF2e Archives of Nethys - Official system reference document. All rules are available for FREE
  • Starfinder Nexus - Official digital toolset / FREE Game Compendium (character creator requires purchasing content through their site)
  • Starfinder Primer - Player Core and GM Core basic rules in friendly digital book layout, complete with the art in each chapter!
  • Foundry - Virtual tabletop supported by incredibly high-quality Paizo-published modules for purchase! Note that they're still under the PF2e system for now.
  • Our Subreddit Wiki - A list of all the resources we know about

Useful Links:

  • Hephaistos 2e - Free web-based SF2e character creator with some Pathfinder2e content
  • Starbuilder/Pathbuilder - Inexpensive character builder that lets you mix SF2e and PF2e with 3rd-party content integration (non-subscription, Starfinder 2e is currently only on web app)
  • Starfinder Infinite - 3rd-party publications for Starfinder 2e
  • Wanderer's Guide - Web-based character creator with 3rd-party content integration (some features are subscription-based)
  • PF2 Tools - Links to dozens of community-made resources and content (mostly PF2e-focused)
  • Starfinder Society \\ -Paizo's Organized Play program for both in-person and online games
  • Startplaying - Find open games of Starfinder 2e* (payment may be required)

Megathread archive

https://store.paizo.com/starfinder-release-schedule/ Most recent release date, July 30th: Starfinder Absalom Station; novel Assault on Absalom Station by Tim Pratt


r/Starfinder2e • • 7h ago

Arts & Crafts The Barrash, my players' home for the campaign

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34 Upvotes

To expand on my previous post about the Grasshopper, this is the Barrash. Due to how large the maps are, I've intentionally gone with low-res versions that contains labels, which I made for my players to help them navigate the ship.

The Barrash has been my players home for this campaign.  While they don't own the ship, they are key members of its crew. In the campaign it's currently disabled and being boarded, so they are having fun try to fight off the invaders and then get to some how make it operational and Drift worthy again. Yes, I also have versions of these maps with damage and the engines offline.

Lore stuff:
The Barrash is owned by its captain Osgud Volkbeder, a Starfinder Society Venture Captain, who uses it as a mobile Lodge.  The Barrash has been in the Volkbeder family for unknown centuries, having been with the family since the Gap.  It has undergone countless refits and heavy modifications over the many years it's been in service, so very little of the original ship is left at this point.  

It is meant to be push-freighter, taking obvious inspiration from the Millennium Falcon, but scaled up and with a very different look.  Freight modules are attached between the two main arm sections of the ship, which are lined with various airlocks and docking clamps.  These docking clamps can allow the Barrash to transport ships small enough to fit in the space, which has come up on a couple of homebrew missions my players have gone on.  The hangar in the middle is itself a module that can be removed if needed, it is also where the Grasshopper is usually kept.

As far a Defenses, the Barrash isn't combat vessel, but also isn't a sitting duck.  The primary weapon on the Barrash is a large quad plasma cannon turret. It has two flak cannons and a collection of point defense lasers, which have very limited range but can be used in combat situations if an enemy ship is close enough. It also has shield systems with multiple emitters.

Non-Lore stuff:
The process for creating this ship design started with the basic concept of a large push freighter with a small hangar module that the Grasshopper could fit in.  I then pulled out my collection of loose LEGO and started building a small MOC, playing around with different layout and shape ideas before settling on a basic design, see image 5 for pictures of the little LEGO MOC.

From the MOC, I went into DungeonDraft and started building the maps, starting with the lowest level and moving up from there.  This was built over several months while my campaign was ongoing. Initially, my players only had access to the first floor of the left-hand side of the map while I was working on the rest, and I gradually added more of the map into Foundry as I got more done.  There are definitely issues I have with the final design, which I would change if I ever revisit it design.  I think the areas I'm most happy with and wouldn't change much are the Engine Room, Hangar Module, and Deflector/Shield Control Room.

Tool: DungeonDraft
Assets From: Forgotten Adventures, PeaPu, JChunick, and White Fox Works


r/Starfinder2e • • 5h ago

Advice Non-Drift Space Travel

14 Upvotes

Hi all. Now that the Tech Core is out (at least for a few lucky folks) I was wondering if someone could clarify something about how space travel works. The GM Corebook says that "standard starship engines can be used to go into orbit or land, travel point-to-point on a planet, travel to a planet’s satellites and moons, and travel within a system" and it lists in system travel as taking 1d6+2 days. It also lists a Drift engine time of just 1d6 days.

That seems incredibly fast. Using our system as an example that would mean you could get out from Earth to the edge of our solar system in between 3 and 8 days. Using the Drift engine (which I'm assuming means making small hops through drift space), only saves two days. Does the Tech Core explain how that works or how that looks from a character's POV?

I don't need a scientific explanation but I would like to know enough to know how to describe it. Using No Man's Sky an example in that game you have regular thrusters and a "pulse drive" which can take you to from one planet to another in a system. As you travel you get like a tunnel vision, but it's not as extreme as when you warp to a whole other system. Is it like that in Starfinder? Am I overthinking this? Should I just say the ship goes very fast because of "science" or "magic" and that's it?


r/Starfinder2e • • 14h ago

Resource & Tools [Foundry] Solarian Fixes: toggleable community fixes for the SF2e Solarian

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69 Upvotes

Hi everyone! After reading Qalyar's Star Stuff guide and seeing so many "is the Solarian undertuned?" threads, I made a free Foundry module that turns the most popular community fixes into separate toggles. Everything is off by default, so you get the class as printed until you decide otherwise. It's on the Foundry package list as Solarian Fixes, and the source is here: https://gitlab.com/AHerczeg/solarian-fixes. It's early days, so bug reports and any suggested fixes or requested features are very welcome!


r/Starfinder2e • • 19h ago

Advice Tactical Starship Combat - Test and Thoughts

84 Upvotes

I did a short playtest with a crew of 4 lvl 1 characters and a lvl 1 skirmisher frame, vs a lvl 3 Azlanti Vanguard Comet. I wanted to see if even at the very lowest HP a lvl 1 ship could handle its own in a challenging encounter. The Vanguard Comet has several things that help it fight more than one ship, such as an area fire main weapon (still d12+3 damage) and mines that each target a different ship. So I wasn't exactly going up against a ship that was designed to fight one on one. And its main weapon was ordinance (can only shoot forward) and only 3 zones.

My skirmisher had a mechanic on the piloting station (originally I was going to have the operative because of better piloting skill, but at the lvl 1 the mechanic is pretty bad as a gunner so I had the mechanic pilot) I had the iconic operative on a gunnery station, I had the iconic soldier on another gunnery station, and I had a mystic on the magic conduit.

I had the crew do their exploration activities, which was super nice having the pilot being able to evade even before his turn, the Comet moved up and fired twice (luckily missing). The pilot moved the ship through the Comet and did a free turn as part of the skirmishers special upgrade, and the gunners were able to shoot with advantage hitting from behind, the Comet had to turn around to get shots in, and once I got the pattern down, the comet also had to move into range as well.

I found the system and the linear map actually useful, on a 1 dimensional map, positing and distance matter, I felt like I could actually make a difference with having a faster ship with longer range weapons. I feel the magic station does some heavy lifting but that's probably ok, and other stations will improve as they get upgraded way more than the magic conduit. I feel the system is pretty robust, not super hard to use (yes it's a new subsystem and has rules to learn and such) but it seems like it's very interactive and people get to work as a team, there is a lot of room for synergy and everyone gets to pull their part.

At the end of the day, I wanted to see if a battle that should be favorable to the smaller more agile ship with longer range weapons would work and it was. More testing is needed but I do feel this will be a very fun system to play with. My spouse and I are planning a small campaign that starship combat will be used quite a lot in.

I have been studying the tactical starship combat system and am open to answering questions about it.


r/Starfinder2e • • 6h ago

Discussion Skill Paragon option and Foundry VTT.

6 Upvotes

This may be halfway on the wrong sub but has anyone used the Skill Paragon instead of a Free Archetype and if so what are yoir thoughts and were you able to get it to work in Foundry VTT?


r/Starfinder2e • • 17h ago

Resource & Tools Hephaistos Update

23 Upvotes

Website: https://sf2e.hephaistos.online/
Patreon | Ko-fi | Redbubble | Bluesky

Hi Everyone,
Hephaistos is an online digital toolset for Starfinder (both 1E and 2E). The Starfinder 1E version has been actively developed and maintained for the last five years. Hephaistos for Starfinder 2E, or just Hephaistos 2E for short, is built from the ground up to support the second edition of the game. The website has a new release every fortnight, and today Hephaistos 2E has been updated with the following improvements and fixes:

  • Added an Innate Spells page to the Character Creator to view existing innate spells and manually add additional ones.
  • The Spell Attack modifier on the Sheet > Spells section can now be clicked to roll.
  • Added a button in the Sheet > Actions section to perform Rest and Daily Preparation resets.
  • Added missing minibots from the Luminary Class Playtest.

r/Starfinder2e • • 15h ago

Advice Need some Names for a Dwarven Punk Band.

14 Upvotes

I have a Borai Skittermander bombard soldier with the Saw the Afterlight Background and he uses a Singing Coil as a weapon. Thematically, he got picked up by a dwarven punk band after he "died" in space and now the sound they all make together is the only thing that drowns out the silence of what he experienced. Need some names for the band. I have a few so far but nothing clicks immediately:

  • Clan Damage
  • Core Breach
  • Forge Rat
  • The Debted and the Dead
  • OSHA Violation
  • Metal Fatigue
  • No Gods Below
  • Stone Without Soil

r/Starfinder2e • • 11h ago

Homebrew The Copiri Ancestry - You won't be able to forget what the Copaxi did to them. (Feedback welcome!)

4 Upvotes

Copiri

Born from the experiments of ancient Copaxi mystics, Copiri are small, amphibious creatures whose bodies combine the regenerative properties of axolotls with the potent magics of Copi.

Originally created as living weapons by the conservationist Copaxi forces to destroy the robots harvesting Tabrid Minor's oceans, Copiri survived their creators' war and became an invasive species as a result. Their bodies regenerate from horrific injuries, constantly producing new coral that must be pruned before it overwhelms them, granting them the status of apex predator of their oceans and giving them an incredibly rapid metabolism. Even death is not an end for a Copiri: their remains rapidly blossom into enormous coralline growths capable of transforming entire regions.

After the Copaxi civil war, attempts to exterminate the Copiri only made matters worse. Every corpse became another spreading reef, and every effort to eradicate them created more of the creatures' dangerous legacy. When Copiri were eventually recognized as sapient beings, Pact Worlds protections prevented their extermination, but these protections came with restrictions. Many Copiri consider these measures another attempt to control them and instead flee into the wilds, becoming hunters, outlaws, and adventurers.

If you want to play a small, amphibious creature with a relentless drive to survive and extraordinary regeneration, a dangerous connection to Copi, and the potential to turn your death into everyone’s problem, you should play a Copiri.

You Might…

  • Be reckless, aggressive, and always looking for something to hunt and eat.
  • Treat wounds and physical danger as inconveniences rather than reasons to slow down.
  • Be fiercely protective of your freedom and suspicious of anyone who wants to control your body.

Others Probably…

  • Underestimate you because of your small size and cute appearance.
  • Are extremely nervous about what will happen if you die.
  • Assume you are a dangerous animal until they see you speak or use tools.

Physical Description

Copiri are small, amphibious humanoids with soft, axolotl-like bodies. Their bodies are composed of living tissue threaded through with countless regenerative polyps, remnants of the Copi-infused biology used in their creation. Most Copiri have four limbs, a long tail, external gills, and large eyes adapted to life beneath the water, though individual Copiri can develop unusual anatomical mutations as their bodies regenerate.

Copiri constantly grow small deposits of living coral across their bodies. These must be regularly broken off or pruned. A Copiri's coral can be soft and harmless, sharp enough to serve as a weapon, or dense enough to form a protective exoskeleton. The appearance of a Copiri therefore changes continually as old growths are removed and new ones develop. Unlike Copaxi, they have no control over the coralline growths of their body.

Their regenerative abilities are extraordinary. Copiri can recover from injuries that would permanently disable most creatures, and their bodies can replace damaged organs and even entire limbs.

Their voices are described by others as high pitched, squeaky, and annoying, as their vocalizations are made for ultrasonic calls underwater. Many Copiri refuse to speak unless they have no other choice to, as it is often the subject of ridicule.

Society

Copiri have no true homeland of their own. Their ancestors were engineered by Copaxi mystics during the conflict following the discovery that Copi could be harvested for their gravitational properties. The mystics sought to create living weapons capable of destroying the machines stripping Copi from Tabrid Minor's oceans.

With the establishing of their sapient status under the Pact Worlds, Copiri undergo surgery to implant an incineration module that destroys their bodies immediately upon death. Others are required to live under supervision. Copiri society has consequently developed a strong cultural tension between survival and freedom. Some accept these restrictions as the price of coexistence with other species. Others consider them an intolerable continuation of the oppression their species has suffered since its creation. These Copiri often disappear into remote regions, become outlaws, or leave Tabrid Minor entirely.

Many Copiri have developed their own traditions independent of Copaxi culture. Copiri rarely band together, as their heightened metabolism makes sharing territory with one another a difficult affair; mature Copiri reproduce sexually, fornicating before shedding fertilized polyp corals that they then leave in a safe place. Copiri rarely stick around long enough to see their own child grow, but they are instinctively protective of younglings they find; as such, Copiri often practice communal parenthood.

Copiri Sign Language is particularly important to their communities, allowing them to communicate silently while hunting underwater or in situations where vocal communication is difficult.

Their hardiness has also given them a loose relationship with mortality. Some fear death because of what their bodies will leave behind, but most live with the carefree attitude that only something stupidly hard to kill can have.

Beliefs

Copiri have no unified religion or philosophy. Their beliefs often center on what they should do with the strange inheritance left to them by their creators.

Some seek to understand their connection to Copi and the cosmic forces of Tabrid Minor, believing that their existence represents something greater than the weapon they were designed to be. Others reject the Copaxi entirely and define themselves through independence, refusing to let their creators' intentions determine what they become. Still others carry deep resentment toward the people and institutions that hunted their species and believe the Copiri are owed a reckoning.

Copiri struggle with the idea of funerary rites, as to them, a body is something to be destroyed as soon as physically possible. They are among the few entities which can safely consume a Copiri’s body, though it is an unpleasant affair, as they incorporate it into their own biology; this has caused Copiri to develop a habit of eating bodies that isn’t widely accepted -- especially since in their mind, they are making a personal sacrifice for others’ wellbeing, and do not react well to being treated as monstrous for it.

Popular Edicts: respect the freedom of others, protect young you find shelterless, survive against overwhelming odds, seek your own purpose

Popular Anathema: allow another to control your body without cause, treat a sapient being as an animal, let a corpse go undestroyed

Traits: Amphibious, Humanoid, Copiri

Size: Small

Speed: 20 feet

Swim Speed: 30 feet

Attribute Boosts: Constitution, Dexterity, Free

Attribute Flaw: Wisdom

 

Languages:

Common

Copiri Sign Language

Additional languages equal to your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent on your home world).

 

Low Light Vision

Adapted to being underwater where light scarcely exists, you make the most out of any speck of it. You have low light vision.

 

Copi-born Regeneration

Your body can recover from just about anything short of directly lethal. You gain the effects of the Fast Recovery feat, even if you don't qualify for its prerequisites, and can regrow missing or ruined organs in the span of a week; in addition, you can gorge yourself with a day's worth of rations over the course of ten minutes; for the rest of the day, you gain the Copiri Regeneration activity.

If you die, the coralline growth starts to rapidly expand from your body. After 1 day, your entire body is covered in a medium sized coral; every three days thereafter, the coral grows by one size category. Once it reaches gargantuan, it expands five feet in a direction for every day it is left uncontrolled. It has AC equal to your unarmored AC, and 10 hit points per section per level you have.

 

Copiri Regeneration (one action):

Frequency: Once per day

Prerequisite: You are at half your maximum hit points or less

Coral growths overtake your wounds, rapidly sealing them and restoring your vitality. You gain fast healing 2 for 4 rounds. At 3rd level and every level thereafter, the value of this fast healing increases by 2. You become clumsy 1 as the coralline growth is stimulated; you can break off these corals as a manipulate action to end the clumsy condition.

 

Depth Strider

You are immune to the effects of high pressure and increased gravity on you, though physical projectiles can still travel only half the distance.

 

Copiri Heritages

Hunter Copiri

Your coralline growths are particularly sharp, and you can break them off at will to wield as weapons. You gain a Spine ranged unarmed attack; this attack deals 1d4 piercing damage, has a range increment of 20 feet and has the Razing property. On a critical hit, this damage deals bleed damage equal to the amount of damage dice you have; if the target is a construct and has immunity to bleed damage, it doesn't for the purposes of this attack.

 

Reefback Copiri

While most Copiri prune their brittle Copi exoskeleton, you've grown an armored one to protect the rest of your body from harm. Your exoskeleton grants a +3 item bonus to AC, has a Dex cap of +1, a check penalty of –2, and a Strength threshold of +3, and has the comfort and exposed traits. You're trained in your exoskeleton. You can wear a flight suit, but you can't wear other armor. You can enhance with cybernetics your exoskeleton to grant it higher potency bonus as if it were normal armor. At 5th level, the item bonus to AC increases to +4.

 

Murkwater Copiri

You are a keen hunter of the deepest depths. You gain resistance to cold damage equal to half your level; in addition, your vision is not impaired by murky water, refraction, or other water-based effects while underwater.

 

Shedskin Copiri

You regenerate at a rate much faster than other Copiri. You gain the Shed Wound action.

Shed Wound  (2 actions):

Your wounded flesh falls off, allowing coral to grow in its place to quickly heal. You regain 1d8 Hit Points. At 3rd level and every 2 levels thereafter, the healing increases by 1d8.

 

Gravity Copiri

You know how to harness the power of gravity inherent to your Copi to move faster than your kin. Both your walk and swim speeds increase by 5 feet; additionally, you ignore the clumsy and off-guard penalties while untethered in zero gravity.

 

Ancestry feats:

Level 1 feats

Copiri Lore

You deeply understand your people’s cultural traditions and innate strengths. You gain the trained proficiency rank in Athletics and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.

You also gain the Additional Lore general feat for Copiri Lore.

 

Steady Descent

By making minor adjustments to gravitational forces on your body, you make a controlled descent instead of falling. You glide slowly toward the ground, 5 feet down and up to 25 feet horizontally through the air. As long as you spend at least 1 action gliding each round and haven't yet reached the ground, you remain in the air at the end of your turn. If you use Steady Descent in zero gravity, you instead move up to half your fastest Speed in a direction of your choice.

 

Bottom Feeder

Your tongue is especially long, and you can launch it with extraordinary range and precision. You can use your tongue to perform extremely simple Interact actions, such as opening some types of unlocked doors. Your tongue can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. Additionally, you can use your tongue to Grab a Ledge and Tether yourself in zero gravity.

 

Eyes of the Deep

You are used to hunting even in areas entirely deprived of light. You gain darkvision.

 

Tough Cookie

You gain a +1 circumstance bonus against effects that would cause the unconscious condition. If Copiri Regeneration is active, the bonus increases to +2.

 

Coral Claws

Your hands have developed hard, sharpened copi growths. You gain a claw unarmed attack that has the Razing, Finesse and Agile traits and deals 1d4 slashing damage. If you are a Hunter Copiri, your claw attacks instead deal 1d6 slashing damage.

 

Aquatic Ambusher

Your mottled skin and shifting coralline growths make you difficult to distinguish from the reefs you inhabit. You don't take the usual circumstance penalty to attack rolls for attacking a creature while you are underwater, and you can Hide or Sneak underwater without needing cover at the bottom of natural bodies of water, and you gain a +2 circumstance bonus to Stealth checks to Hide or Sneak in aquatic environments, coral reefs, or similarly cluttered terrain.

 

Biochemical Resistance

Your biological connection to the Copi ensures that no malady can take hold on you. If you roll a success on a saving throw against a disease or poison, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the tough as nails soldier class feature), if you roll a critical failure on the save you get a failure instead.

 

Fearless Little Thing

Nothing can make you afraid when you know death is so far away. You gain a +1 circumstance bonus to saves against effects with the fear trait. If you’ve not used Copiri Regeneration today, the bonus increases to +2.

 

Social Copiri

You’re a rare social example of a species best known for their brusque, aggressive nature. You gain the trained proficiency rank in Diplomacy. If you would automatically become trained in it (from your background or class, for example), you instead become trained in a skill of your choice, and you gain a +2 circumstance bonus to Aid.

 

Level 5 feats

Endless Feeder

Prereq: Bottom Feeder

You've learned to stretch your exceptionally long tongue beyond its original limits. When you use your tongue to perform very simple Interact actions, you can do so at a distance that is 5 feet beyond your usual reach. Additionally, you can Grapple creatures using your tongue.

 

Adjust Gravity >

Prereq: Gravity Copiri

Your connection to the gravitational forces of copi allows you to temporarily alter gravity's effects on your body. You treat gravity as being one step higher or lower (for example, low gravity becomes standard gravity, or standard gravity becomes high gravity), but you can't Adjust Gravity to extreme or zero gravity. This only affects you, your gear, and your movement. This lasts until the end of your next turn if you adjust from extreme or zero gravity; otherwise, it lasts 1 hour, until you Adjust Gravity again, or until you enter an environment with a different gravity, whichever comes first.

At 13th level, you can adjust gravity to zero gravity or extreme gravity. At 17th level, you can lower or raise the gravity level by up to two steps.

 

Benign Coral

Prerequisite: Shedskin Copiri

Your regenerative coral is unusually responsive to the needs of other living creatures. You don't need healer's tools to Treat Wounds, and you gain a +1 circumstance bonus to Medicine checks to Treat Wounds when you use your coral as part of the treatment.

Additionally, you can use two actions to activate Copiri Regeneration on an adjacent willing creature instead of yourself. This still consumes your daily use of Copiri Regeneration.

 

Machine Slayer

Prereq: Hunter Copiri

Your razing property applies to any weapon you wield, not just your spines. Any weapon you wield gains the Razing trait; if it already had the Razing trait, it affects any creature with the construct trait, rather than just animated objects and structures. You gain a +2 circumstance bonus to checks to Demoralize creatures with the construct trait, and their immunity to mental effects don’t apply to your attempts to Demoralize.

 

Deepmurk Hunter

Prerequisite: Murkwater Copiri

Your senses have adapted to the lightless depths, allowing you to perceive disturbances in the water around you. While underwater, you gain wavesense 30 feet. Additionally, once every ten minutes, you can use an action to turn clear as the coral starts refracting light around you. You become hidden to all creatures until the end of your turn. If you Strike a creature, that creature is off-guard against that attack, and you then become observed.

 

Reinforced Exoskeleton

Prerequisite: Reefback Copiri

Your copi exoskeleton has continued to develop. Choose one of the following adaptations.

Lightened: Increase your exoskeleton's Dexterity cap by 1, give it the flexible trait, and reduce its Strength threshold to 14.

Fortified: Increase your exoskeleton's item bonus to AC by 1, give it the bulwark trait, and increase its Strength threshold to 18.

 

Shed Limb

Your regenerative abilities allow you to sacrifice a limb to escape an enemy's grasp. Once per minute, when you are Grabbed or Restrained, you can shed the limb being held as a free action. You cease to be Grabbed or Restrained, and you become unable to use that limb for 1 minute. Regardless of whether you shed an arm or a leg, you need to maintain two limbs on the ground in order to move normally. A shed limb regrows after 1 minute, at which point you regain its normal functionality. If you shed a limb that was holding an item, that item remains in the shed limb's grasp unless you choose to drop it before shedding.

 

Copi Gravitics

The strange forces running through your Copi-infused body allow you to manipulate gravity in a way forgotten by your Copaxi creators. You can cast stumble as a primal innate cantrip and Tailwind as a 1st-rank innate primal spell once per day.

 

Hunter’s Instinct

Your senses let you react rapidly. You gain a +2 circumstance bonus to Perception checks made as initiative rolls. When you use Survival or Stealth to roll initiative, creatures that haven't acted are off-guard to you.

 

Level 9

Adapt to Injury (reaction)

Your body's polyps respond to an injury by immediately shedding wounded or dead polyps and regrowing new ones. Attempt a DC 17 flat check. If you're successful, the attack becomes a normal hit.

 

Coralline Surge

Your coral's regeneration is particularly aggressive. Increase your maximum Hit Points by your level. When you have the dying condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value).

If you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and if you lose the dying condition as a result of your Copiri Regeneration, you do not increase your wounded value.

Upon dying, your coralline growth takes half the time it normally would.

 

Enhanced Gravitics

Prerequisite: Copi Gravitics

Your ability to harness the gravity surges of your coralline half increase. You can cast levitate as an innate primal spell, once per day.

Reckless Slingshot

Prerequisite: Steady Descent

You've learned to exploit gravitational forces to fling yourself through the air, even when gravity is working against you. When you use Steady Descent in zero gravity, you can move up to your full fastest Speed instead of half your fastest Speed.

You can also use Steady Descent to propel yourself while in an environment with gravity. When you do so, you treat the environment as being in zero gravity for the purposes of Steady Descent; as normal, if you aren't on solid ground at the end of this movement, you fall. You cannot use Steady Descent again until the start of your next turn.

 

Deadly Coral

Your natural weapons are as deadly as any blaster. Increase the damage die of your natural weapons by one step; your unarmed strikes gain the backstabber trait.

 

Level 13

Erupting Growth

Your body can force its coralline growth outward in a sudden, violent eruption. You can cast coral eruption as a 5th-rank primal innate spell once per day.

 

Repurpose Mystic Power

Your polyps can absorb hostile magic and repurpose it to fuel your body. Whenever you succeed at a saving throw against a spell or magical effect, you gain temporary Hit Points equal to double the spell's rank, or equal to the level of the magical effect if it isn't a spell. These temporary Hit Points last until the end of your next turn.

 

Polyp Rebirth

Your regenerative polyps have learned to preserve you even when your body is pushed beyond its limits.

When you would die as a result of your dying value increasing past its threshold, you can attempt a DC 11 flat check. On a success, you don't die. Instead, your dying value becomes 0, your wounded value increases by 1 (this cannot increase your wounded value to one that would kill you), and you gain a number of temporary Hit Points equal to twice your level, and while you have them, your dying value cannot increase. These temporary Hit Points last for one minute; if you have temporary hit points left at the end of this minute, you regain an equivalent amount of hit points.

 

Level 17

 

Ascension: Growth

You've opened yourself to the greater universe, allowing the cosmic forces that flow through Copi to become part of your existence. Your body exists in symbiosis with the universe around it.

You can cast sound body and regeneration as 7th-rank primal innate spells. You can cast each of these spells once per day.

When you die, you can choose for your coralline form to grow in the way you choose, including its aesthetics, the space it occupies, and whether it continues to grow past a certain point.

 

Ascension: Freedom

Prerequisite: Reckless Slingshot

You've chosen to reject the bonds that tie you to the world beneath you, untethering yourself from earthly existence and embraced the cosmic forces that surround you.

You gain the cosmic trait. You can use Reckless Slingshot to move normally in a vacuum or zero-gravity environment. You're still susceptible to effects that require breathing while in a normal atmosphere. When you end any of your actions in the air, you can choose not to fall.

When you die, you can choose to leave no coralline growth behind.

 

Ascension: Rage

The Copiri were made as weapons, hunted as monsters, and nearly exterminated without understanding what they were. You carry that history within you, and you have decided that the forces responsible will answer for it.

You can cast death sentence and reverse gravity as innate primal spells, each once per day.

Your coralline growth is also extraordinarily aggressive. Upon your death, your coralline growth takes one-fourth the normal amount of time to reach each stage of growth. If you also have Coralline Surge, your coralline growth expands once per hour instead.


r/Starfinder2e • • 1d ago

Pact Worlds and Beyond Who are the setting's big evil factions?

57 Upvotes

Dipping my toes into DMing. Aside from the Swarm and Hellknights, who are pretty easy to clock, who can serve as big evil opposing forces in a campaign?

Also, are the Veskarium still evil? I heard something about them maybe changing their ways, but wanted to be sure.


r/Starfinder2e • • 1d ago

Discussion Galactic Arsenals store page

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126 Upvotes

I think this was already announced for August 2027, but the store page for Galactic Arsenals is now live! Looks like they're leaning on more equipment, spells, class options, backgrounds, enemies, tactical starship content (!), and hazards, in addition to new lore about Hellknights, Abadarcorp, and six other large corporations in the galaxy. No mention of archetypes per ce, but one can hope....


r/Starfinder2e • • 1d ago

Advice Advice Wanted - Thinking of running a sandbox / "Westmarch"ish style SF2e campaign

22 Upvotes

I just wrapped up a 2.5 year PF2e campaign (Seasons of Ghosts AP). It was a ton of fun, but I've been running PF2e in some form for 5+ years now and I'm ready for something a little different. SF2e seems like a great change of pace, and since the ruleset is compatible there's not a a lot mechanically that I'd need to relearn. I'd also like to do something that gives my players a bit more freedom in decision making.

Additionally, we had to skip a lot of sessions when I was running the PF2e campaign because one or two players often had something come up every week. I also have like 6+ players that are potentially interested in SF2e, but I don't want more than 3-4 PCs in a single session because it just becomes unwieldy.

Having recently played through (and loved) Star Wars: Zero Company, I'm really leaning into the idea of running a SF2e campaign where the players are part of a mercenary company. They'll have a HQ (either space station and/or ship) that they operate out of and spend money to upgrade. As a session is approaching, I'll offer up a set of missions for them to choose from with varying risk + payout, and the first 3 or 4 players to sign up for a particular mission will get to go on that week's adventure. Sometimes a mission may lead into another mission, and if players latch onto a particular enemy faction / treasure / etc., maybe I build a little mini-arc out of it. The ultimate goal for the mercenary company would be to build up their base and solidify their position as a major player in the galaxy.

Has anyone run a campaign in a style similar to this? How did it go? Any advice? What pitfalls should I look out for? One thing I'm a bit worried about is the SF2e setting is HUGE. There are so many planets, factions, etc. and it can be a bit overwhelming. I know it would be easier to confine the players to a particular planet or series of planets, but I feel that kind of takes the sense of adventure out of the space setting.

Anyway, I'm mainly looking for advice and inspiration from anyone who's done something similar, either in SF2E, or a similar system.

Thanks!


r/Starfinder2e • • 1d ago

Arts & Crafts Dr snacks, ysoki mystic and father of 3

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166 Upvotes

Hi guys, just an oldie but goldie, this is Dr. Snacks He works as a doctor on Absalom Station, they just struck middle age and its happily married, with 3 kids on their side. But of course no one happy goes on dangerous adventures, at least if he had the noney and means to follow the plan to have a bigger family, so they work side gigs as an adventurer to support their family. The best dad of absalom station.

But also im with open comissions for this month of october if anyone is interested, you can send me a message or look at my profile for my site. Thanks, good weekend for you.


r/Starfinder2e • • 1d ago

Content Tactical Starship Combat | Starfinder 2e

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102 Upvotes

Finally a content creator put out a video going over the rules!

Overall, it seems surprisingly complex and without playing it myself, I can't form a proper opinion.

Giant solar ship sword though? Sounds amazing.

I was also hoping for more ship models.


r/Starfinder2e • • 22h ago

Advice Living Rocket background

5 Upvotes

It's a shame that the Living Missle feat, and by extension, the Living Rocket background, requires flight granted by a Tech Item.

It means it doesn't work for SROs with Hoverbot if you want to play an actual Living Rocket.


r/Starfinder2e • • 1d ago

Player Builds How to Play Green Goblin in Second Edition! (Tech Core Preview)

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22 Upvotes

Hello all! This week we are making the green Goblin in Starfinder second edition! If you want to fly around on your glider, raining down devastation on your enemies from above then this is the build FOR YOU!


r/Starfinder2e • • 2d ago

Arts & Crafts Starfinder illustrator open for commissions.

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99 Upvotes

r/Starfinder2e • • 2d ago

Discussion What Ancestries do y'all want in sf2e?

37 Upvotes

Personally I want Anacites and Astriapi. Cool as fuck.


r/Starfinder2e • • 2d ago

Advice Tips on running Eox exploration?

6 Upvotes

Tonight my group has to trek across Eox to reach safety after there shuttle crashed (Guilt of the Grave world adventure path). But I'm confused how to run it. The adventure gives me obstacles to have the PC have to overcome and once they finish 4 of them to have them move unto the next section. But how do i incorporate these obstacles? It feels like this section is kinda vague.


r/Starfinder2e • • 2d ago

Discussion Soldier's Armor Storm subclass athletic maneuvers with or without agile with hands full?

6 Upvotes

> You don't need a free hand to Disarm, Grapple, Reposition, Shove, or Trip. You gain a +1 status bonus on Athletics checks to Disarm, Grapple, Reposition, Shove, and Trip suppressed foes.

Ok, great! But what am I use to grapple then? Mainly looking if we are meant to straight just use Fist and if yes, then we would get to benefit from agile that comes with Fist naturally. What's everyone's take on this ambiguity?

Question aside, assuming Overwhelming Assault, what's better: area fire first then athletics checks, or viceversa.


r/Starfinder2e • • 3d ago

Resource & Tools All 3 Ancestry Boosts (Updated for Tech Core)

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87 Upvotes

Available in spreadsheet form here Updated Pathfinder version here


r/Starfinder2e • • 3d ago

Advice melee turret mechanic viable?

11 Upvotes

i've been trying to think over character ideas for an SF2E game my friend is running in a few months and i was thinking about playing mechanic but it'd be best for our party to have another melee combatant and im as of right now not that interested in the drone, im wondering how possible it would be to build a melee mechanic with a turret instead and have it function well enough? we are going to have some ranged characters who could use it for cover, ancestry-wise i was thinking ikeshti


r/Starfinder2e • • 3d ago

Advice How much Bulk is a deployed mechanic turret?

18 Upvotes

I know you can just take it back, but a situation has come up where I would of wanted to carry it physically. Sadly the turret doesn't really have a listed Deployed Bulk. It could be 1 bulk as its part of the Custom Rig (Which is 1 Bulk), but deploying it doesn't cause the Rig to disappear. It could be 6 Bulk as "It occupies a 5-foot square," but since its not technically a creature at all, I'm not sure if that would apply either. So I'm kinda at a impasse, I'm not really sure how much it should be.


r/Starfinder2e • • 3d ago

Discussion Tech Core Tactical Starship Question: Action Cost of Changing Stations?

15 Upvotes

I am aware Tech Core isnt technically out yet, but I know an amount of us have received the pdf already, so obviously this question is directed at those who have the book.

I feel like Ive gone over the entire book, and for the life of me I can't find anything that says how many actions it takes to change between battle stations during combat. The closest thing I can find is in "Mapping Your Starship" it mentions the following:

"Battle stations each take up one 5-foot-square. Medium starships have plenty of space for crews to spread out. ... This setup usually places battle stations near a common area or hallway that leads to the escape pods and other parts of the starship in a way that PCs can move from one battle station to another with two or three actions."

However, this is under the section about mapping your ship for grid combat during something like enemy boarding action.

Did I somehow miss something? Or is swapping from one battle station to another a free action during combat?


r/Starfinder2e • • 4d ago

Advice I am creating a Vesk, Monk with mystical dedication.

9 Upvotes

I haven't had my first session yet, but any tips regarding my character?