Starfinder w/ PF2 action economy
Note: Combat in PF2 (and in Starfinder with these rules) is faster and deadlier, both for PCs and enemies. If you’d prefer to keep fights at their usual pace, give enemies +2 AC, -2 Attack. Fight Defensively, Total Defense, and Coup de Grace were cut from PF2, but are provided here anyway. Same with Charge, but two classes have features for it.
Basics
- 3 actions per turn, including enemies
- Full Action = ◆◆◆ (3 actions)
- Standard Action = ◆◆ (2 actions), except Attacks (see below)
- Move Action= ◆ (1 action)
- Swift Action = free action, but limited to one swift per turn (Flourish in PF2)
Attacks
- Attacks only cost ◆
- Iterative attacks suffer from, and increase, MAP (multiple attack penalty), which is -0/-5/-10
- Full Attack = Removed. Actions which reference Full Attack count as 2 attacks for MAP.
- Trick Attack: ◆◆, counts as 2 attacks for MAP. The enemy stays flat-footed until end of your turn.
- Triple/Quad Attack: ◆◆, 3/4 attacks with -4, MAP doesn’t increase until after.
- Soldier’s/Solarian’s Onslaught: ◆◆, MAP doesn’t increase until after, everything else stays the same.
- Charge: ◆◆, doesn’t require straight line, can’t draw weapon as part of Charge.
Other Actions
- Combat Maneuvers: ◆, considered attacks for MAP (they both increase and suffer from MAP).
- Feint: ◆, everything else stays the same.
- Fight Defensively: free action, if you attack this turn, +2 AC and -4 Attack for one round.
- Total Defense: ◆◆, can’t use if you’ve attacked this turn.
- Covering/Harrying Fire: ◆, +1 on success, +2 on crit success, -1 on crit failure.
- Coup de Grace: ◆◆◆, includes a Guarded Step.
Criticals
- Rolling 10 above an AC or DC is a critical success
- Rolling 10 below an AC or DC is a critical failure
Spells
- Most spells should follow the action economy in the Basics section, but GM has final say.
- Haste: +1 action that can only be used to move or make a basic attack
Movement
- -5 ft to all speeds, including enemies.
- Run: ◆◆◆, move 4 times, you are flatfooted for one round.
- Withdraw: Removed (Guarded Step is now only 1 action).
Feats
- Multi-weapon Fighting: MAP with two or more small arms or operative weapons is reduced by 1.
- Multiattack: ◆◆, all attacks with -6, MAP doesn’t increase until after.
- Ignore feats that transform standard actions to move actions and the like (spring attack, etc).
Weapons
- Automatic: ◆ to ◆◆◆, one action per 2 targets in cone, 4 ammo per action, -4 to all attacks.
- Unwieldy: Can’t use if your last ◆ was to attack with this weapon, can’t use as part of two-action activities (includes two action attacks), can’t be used for AoO.
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