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Stafinder

Across the stars

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Stamina Points and Hit Points

Whenever you take damage, it first reduces your Stamina Points (SP). Any damage you take beyond your Stamina Points reduces your Hit Points (HP). When your Hit Point total reaches 0, you fall unconscious and are dying, and you lose 1 Resolve Point (RP) each round unless you are stabilized. When your Resolve Points reach 0 but you would lose additional Resolve Points from dying or for any other reason, you’re dead. For example, if you have 6 Stamina Points and take 9 damage, your Stamina Points are reduced to 0, you lose 3 Hit Points, and all subsequent damage reduces your HP until you regain Stamina Points. See Injury and Death on page 250 for more information

You replenish your Stamina Points by spending 1 Resolve Point and taking 10 uninterrupted minutes to rest and catch your breath. Up to once per day, you can regain some Hit Points and all of your Stamina Points after 8 full hours of uninterrupted rest, but you can also regain them through the use of magic or technology. Sources of magical and technological healing state in their descriptions whether they restore Hit Points or Stamina Points. Usually, healing can restore points you’ve lost, but can’t raise your total capacity, though certain types of magic may temporarily ignore this restriction.

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Resolve Points

As a hero in Starfinder, you have resolve—an intrinsic reservoir of grit and luck tied to your talents and often enhanced by your class. Your pool of Resolve Points (RP) allows you to carry on even when everything seems lost.

Spending and Regaining Resolve Points

Resolve Points can be spent in a number of ways, and many classes let you spend them to activate class features and regain resources. Some abilities don’t require you to spend points, but are active only as long as you have a minimum number of Resolve Points available—for instance, an envoy with at least 1 Resolve Point remaining in her pool can use her expertise class feature to roll an extra die on Sense Motive checks without spending the point. Your Resolve Points can never drop below 0. Dying causes you to lose Resolve Points. If you would lose Resolve Points due to dying and don’t have any remaining, you’re dead.

Up to once per day, characters can regain any spent Resolve Points by getting a full 8 hours of uninterrupted rest.

General Uses for Resolve Points

Besides expending Resolve Points to activate class features, they are useful for a few key general purposes. Any character with Resolve Points can use them to regain Stamina Points, to stabilize after sustaining grievous wounds, or to rally and stay in the fight, as described below.

Regaining Stamina Points

You can spend 1 Resolve Point to regain lost Stamina Points, up to your normal maximum. Using this ability requires 10 minutes of uninterrupted rest—if you’re interrupted partway through this process, you neither regain your Stamina Points nor lose the Resolve Point. You must take 10 consecutive minutes of uninterrupted rest to use this ability and cannot simply rest in intervals that total 10 minutes.

Stabilizing

If you are dying and you have enough Resolve Points, you can spend a number of Resolve Points equal to one-quarter your maximum (minimum 1 RP, maximum 3 RP) on your turn to immediately stabilize. This means you’re no longer dying, but you remain unconscious. If you don’t have enough Resolve Points to stabilize when you are dying, you lose Resolve Points as per the dying rules (see Injury and Death on page 250).

Staying in the Fight

If you are stable and have enough Resolve Points, or if you were knocked unconscious from nonlethal damage (see page 252), you can spend 1 Resolve Point at the start of your turn to heal 1 Hit Point. You are no longer dying, you immediately become conscious, and you can take your turn as normal. You can spend Resolve Points to regain Hit Points only if you are at 0 Hit Points and are stable, and you cannot heal more than 1 Hit Point in this way. You cannot spend Resolve Points to both stabilize and stay in the fight in the same round.

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General Uses for Resolve Points

Besides expending Resolve Points to activate class features, they are useful for a few key general purposes. Any character with Resolve Points can use them to regain Stamina Points, to stabilize after sustaining grievous wounds, or to rally and stay in the fight, as described below.

Regaining Stamina Points

You can spend 1 Resolve Point to regain lost Stamina Points, up to your normal maximum. Using this ability requires 10 minutes of uninterrupted rest—if you’re interrupted partway through this process, you neither regain your Stamina Points nor lose the Resolve Point. You must take 10 consecutive minutes of uninterrupted rest to use this ability and cannot simply rest in intervals that total 10 minutes.

Stabilizing

If you are dying and you have enough Resolve Points, you can spend a number of Resolve Points equal to one-quarter your maximum (minimum 1 RP, maximum 3 RP) on your turn to immediately stabilize. This means you’re no longer dying, but you remain unconscious. If you don’t have enough Resolve Points to stabilize when you are dying, you lose Resolve Points as per the dying rules.

Staying in the Fight

If you are stable and have enough Resolve Points, or if you were knocked unconscious from nonlethal damage, you can spend 1 Resolve Point at the start of your turn to heal 1 Hit Point. You are no longer dying, you immediately become conscious, and you can take your turn as normal. You can spend Resolve Points to regain Hit Points only if you are at 0 Hit Points and are stable, and you cannot heal more than 1 Hit Point in this way. You cannot spend Resolve Points to both stabilize and stay in the fight in the same round.

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This is the Venture Captain Arvin, directly above you in the Starfinder hierarchy

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This is the Vesk friend of Arvins.

He called from a world in the vast, Suskelion

Saying he needed help with something

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Castrovel is the second planet from your solar system. Hot, humid, and stirred by intense storms and tides, the jungles and swamps of Castrovel abound with an unusually robust variety of life, from enormous saurian beasts to deadly moldstorms capable of devouring whole settlements. Given its extreme biodiversity, it is perhaps unsurprising that the planet has fostered several major races. Most prominent in the Pact Worlds are lashuntas, telepathic humanoids from the continent of Asana with a cultural emphasis on scholarship and self-improvement. The thousands of hives of the ant-like and equally telepathic formians of the Colonies are strongly aligned to the directives of their ruling council. This philosophical battle of collectivism versus individualism (combined with telepathy’s advantage in communicating such ideas) sparked a millennialong war that raged between the two races until just 30 years ago. The elves of Sovyrian remain steadfastly aloof from this conflict—and everything else. They focus on magical pursuits and guard their shores with stony resolve.

Relations between the three primary races are not as fractious as they seem, despite the planet’s tumultuous history.

Outposts of all three can be found beyond the borders of their native continents, and the planet as a whole welcomes travelers from offworld, even if the elves largely restrict trade with nonelves to offshore ports designed for that purpose. The planetary economy is robust, due to the strength of Asana’s corporations and universities combined with the relentless efficiency of formian manufactory hives.

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Off-Kilter

You are disoriented and floating in zero gravity. You can’t take move actions to move your speed, crawl, or take a guarded step.

You are flat-footed and take a –2 penalty to attack rolls. You must use a method of propulsion to right yourself or grab a stabilizing object such as a wall or ladder (usually as a move action) in order to end this condition.

Zero Gravity

Movement in zero gravity (also referred to as zero-g) is not the same as flight. Controlled movement is difficult without some form of propulsion, and creatures without something to push off from often find themselves floating aimlessly. A creature in a zero-gravity environment can’t take move actions to move its

speed, crawl, or take a guarded step. If a creature is adjacent to or in the same square as an object (including a wall, floor, or ceiling) or another creature one size category smaller than itself or larger, it can take a move action to push off that object or creature, moving at half its land speed in a direction of its choosing (as appropriate); if that object or creature is movable, it begins moving in the opposite direction at that same speed.

* Moving in Zero-G: A creature that moves in a given direction continues to move in that direction at the same speed at the beginning of its turn each round (without taking any action); it must move the full distance unless it is able to change its motion by latching on to an object or creature, pushing off in a new direction, or creating thrust of some kind (all of which are considered move actions). If a creature runs into

a solid object during its movement, it must succeed at a DC 20 Acrobatics or Athletics check to safely stop its movement; failure means that creature gains the off-kilter condition. If a creature runs into another creature during its movement, both creatures must each attempt a DC 20 Acrobatics or Athletics check to avoid gaining the off-kilter condition. A creature anchored to a solid object (such as by the boot clamps available with most armor) receives a +4 bonus to this check. An off-kilter creature in a zerogravity environment can steady itself as a move action that requires a surface to grab on to or some method of

propulsion; alternatively, that creature can throw a single item weighing at least 4 bulk (for Medium creatures; 2 bulk for Small creatures) to reorient itself and remove the offkilter condition.

If provided with sufficient handholds, a creature with a climb speed can move along a wall at full speed, as can any creature that succeeds at a DC 20 Acrobatics or Athletics check. Magical flight and methods of flight that provide their own thrust, such as maneuvering jets, are not affected. A character in a zero-gravity

environment can lift and carry 10 times her normal amount.

- Weapons: Thrown weapons have their range increments multiplied by 10 in zero-g. In addition, all ranged weapons no longer have a maximum number of range increments—their wielders simply continue to accrue penalties the farther away the target is.

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AVIUS

Left is the main ship

Top right - Cockpit

Middle right - Upper deck

Bottom right - Lower deck / Cargo bay

O

N

K

Q

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Swarm dredger

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Brush Stalker