TEXT: PLAYER 
  CHARACTER FOLIO
  
  1
  SKILL CHECKS
  RECALL KNOWLEDGE (PAGE 133*)
  QUESTION DIFFICULTY
  BASE DC
  Really easy questions
  5
  Average questions
  15
  Very difficult questions
  20 to 30
  REPAIR MAGIC ITEM OR TECHNOLOGY 
  (PAGES 142 AND 144*)
  Technological items are repaired using Engineering, magical items are 
  repaired using Mysticism, and hybrid items are repaired using either skill. 
  A successful check restores a number of Hit Points to the item equal to 
  the check result.
  ITEM
  EXAMPLE
  TIME
  DC
  Simple technology
  Door or wall
  10 minutes
  15
  Complex 
  technology
  Computer console
  30 minutes
  20
  Equipment
  Weapon or suit of 
  armor
  1 hour
  15 + 1-1/2 × item 
  level
  Magic item
  Staff of mystic 
  healing
  1 hour
  15 + 1-1/2 × item 
  level
  ACROBATICS (PAGES 135–136*)
  FLY
  WIND CONDITIONS
  DC
  CHECK REQUIRED?
  TAKE 10?
  Light to moderate (0–20 mph)
  15
  No
  Yes
  Strong (21–30 mph)
  17
  No
  Yes
  Severe (31–50 mph)
  19
  No
  Yes
  Windstorm (51–74 mph)
  27
  Yes
  No
  Hurricane force (75–174 mph)
  33
  Yes
  No
  Tornado force (175+ mph)
  39
  Yes
  No
  TUMBLE
  SITUATION
  DC†
  Move through threatened area
  15 + 1-1/2 × opponent’s CR
  Move through enemy’s space
  20 + 1-1/2 × opponent’s CR
  † The DC is increased by 2 for each additional opponent avoided in 1 round.
  ATHLETICS (PAGES 136–137*)
  CLIMB
  OBJECT BEING CLIMBED
  DC
  A slope of more than 45 degrees, a ladder, or a knotted 
  rope with a wall to brace against
  5
  An unknotted cable or rope with a wall to brace against, or 
  a knotted rope without a wall to brace against
  10
  A rough surface or a wall with adequate handholds, an 
  unknotted cable or rope without a wall to brace against, or 
  a ledge from which you are dangling by your hands
  15
  An uneven surface with narrow handholds
  20
  A relatively smooth surface with occasional handholds
  25
  An overhang or ceiling with handholds only
  30
  A perfectly smooth surface
  —
  DIPLOMACY (PAGES 139–140*)
  CHANGE ATTITUDE
  INITIAL ATTITUDE
  DC MODIFIER
  Hostile
  +10
  Unfriendly
  +5
  Indifferent
  +0
  Friendly
  –5
  Helpful
  —†
  † You cannot improve a creature’s attitude above helpful.
  GATHER INFORMATION
  INFORMATION SOUGHT
  DC
  Common facts or rumors
  10
  Obscure or secret knowledge
  20 or more
  Prominent or well-known individual
  5 + character’s CR
  Average or ordinary individual
  10 + character’s CR
  Mysterious or obscure individual
  15 + character’s CR
  ENGINEERING (PAGES 141–142*)
  DISABLE DEVICE
  DEVICE
  EXAMPLE
  TIME
  DC
  Simple device
  Jam a door
  1 round
  10
  Tricky device
  Sabotage a simple propulsion 
  system
  1d4 
  rounds
  15
  Difficult device
  Disarm or reset a sentry turret 
  or similar trap
  2d4 
  rounds
  20
  Complex 
  device
  Disarm an explosive or a security 
  system from a control panel or 
  similar device
  2d4 
  rounds
  25
  Equipment
  Disable an armor upgrade, 
  powered armor, or a weapon
  2d4 
  rounds
  15 + 1-1/2 × 
  item level 
  Simple lock
  —
  1 round
  20
  Average lock
  —
  1 round
  25
  Good lock
  —
  1 round
  30
  Superior lock
  —
  1 round
  40
  MYSTICISM (PAGES 143–144*)
  TASK
  DC
  Disable Magic Device
  as Engineering
  Identify Magic Item
  15 + 1-1/2 × item level
  Identify a Spell Being Cast
  10 + 5 × spell level
  PERCEPTION (PAGES 144–145*)
  NOTICE/SEARCH
  CIRCUMSTANCE
  DC
  Hear the sound of battle
  0
  Notice the smell of a garbage processor
  0
  Detect the smell of smoke
  0
  Hear the details of a conversation
  0
  Notice a creature in plain sight
  0
  Determine if food is spoiled
  5
  Hear the sound of a Small or Medium creature walking
  10
  Hear the details of a whispered conversation
  15
  Find a typical unmarked cargo hatch
  15
  Hear the sound of an automatic door opening
  20
  Find a typical secret compartment
  20
  Hear a pistol being drawn
  20
  Sense a creature burrowing 5 feet below you
  25
  Notice someone picking your pocket
  Opposed by 
  Sleight of Hand
  Notice a creature using Stealth
  Opposed by 
  Stealth
  Find a hidden trap
  Varies by trap
  PILOTING (PAGE 145–146*)
  NAVIGATE
  FAMILIARITY
  DC
  Frequently visited or home base
  10
  Seldom visited
  15
  Unfamiliar
  20
  *All page numbers refer to the Starfinder Core Rulebook.
  
  2
  DEFENSE
  DEFENSIVE ABILITIES AND CLASS FEATURES
  NAME
  EAC BONUS
  KAC BONUS
  TYPE
  LEVEL
  MAX DEX 
  BONUS
  CHECK 
  PENALTY
  SPEED ADJUST
  UPGRADE 
  SLOTS
  UPGRADES
  SPECIAL
  NAME
  EAC BONUS
  KAC BONUS
  TYPE
  LEVEL
  MAX DEX 
  BONUS
  CHECK 
  PENALTY
  SPEED ADJUST
  UPGRADE 
  SLOTS
  UPGRADES
  SPECIAL
  NAME
  EAC BONUS
  KAC BONUS
  TYPE
  LEVEL
  MAX DEX 
  BONUS
  CHECK 
  PENALTY
  SPEED ADJUST
  UPGRADE 
  SLOTS
  UPGRADES
  SPECIAL
  NAME
  EAC BONUS
  KAC BONUS
  TYPE
  LEVEL
  MAX DEX 
  BONUS
  CHECK 
  PENALTY
  SPEED ADJUST
  UPGRADE 
  SLOTS
  UPGRADES
  SPECIAL
  EAC BONUS
  KAC BONUS
  MAX DEX 
  BONUS
  CHECK 
  PENALTY
  SPEED ADJUST
  UPGRADE 
  SLOTS
  DEFENSIVE ITEMS
  TOTALS
  CONDITIONAL MODS
  SAVING THROWS
  FORTITUDE SAVE
  TOTAL
  CLASS  BONUS
  CLASS  BONUS
  ABILITY  MOD
  FEAT MOD
  RESISTANCE 
  MOD
  MISC MOD
  MISC MOD
  +
  +
  +
  +
  +
  +
  =
  REFLEX SAVE
  +
  +
  +
  +
  +
  +
  =
  WILL SAVE
  +
  +
  +
  +
  +
  +
  =
  CONDITIONAL MODS
  ARMOR CLASS
  TOTAL
  10
  ARMOR 
  BONUS
  DEXTERITY 
  MOD
  MISC MOD
  MISC MOD
  MISC MOD
  ENERGY ARMOR CLASS
  +
  +
  +
  +
  +
  =
  KINETIC ARMOR CLASS
  TOTAL
  10
  ARMOR 
  BONUS
  DEXTERITY 
  MOD
  MISC MOD
  MISC MOD
  MISC MOD
  +
  +
  +
  +
  +
  =
  AC VS. COMBAT MANEUVERS
  TOTAL
  TOTAL KAC
  8
  +
  =
  NAME
  DESCRIPTION
  SOURCE
  
  3
  OFFENSE
  OFFENSIVE ABILITIES AND CLASS FEATURES
  NAME
  DESCRIPTION
  SOURCE
  ATTACK BONUSES
  BASE ATTACK BONUS (BAB)
  CLASS BONUS
  CLASS BONUS
  CLASS BONUS
  TOTAL
  +
  +
  =
  MELEE ATTACK BONUS
  BASE ATTACK 
  BONUS
  STRENGTH  
  MOD
  MISC MOD
  TOTAL
  +
  +
  =
  MODS
  THROWN RANGED 
  ATTACK BONUS
  BASE ATTACK 
  BONUS
  STRENGTH  
  MOD
  MISC MOD
  TOTAL
  +
  +
  =
  MODS
  RANGED ATTACK BONUS
  BASE ATTACK 
  BONUS
  DEXTERITY 
  MOD
  MISC MOD
  TOTAL
  +
  +
  =
  MODS
  ATTACK/WEAPON
  ATTACK BONUS
  DAMAGE
  CRITICAL 
  RANGE
  TYPE
  LEVEL
  AMMO/USAGE
  SPECIAL
  ATTACK/WEAPON
  ATTACK BONUS
  DAMAGE
  CRITICAL 
  RANGE
  TYPE
  LEVEL
  AMMO/USAGE
  SPECIAL
  ATTACK/WEAPON
  ATTACK BONUS
  DAMAGE
  CRITICAL 
  RANGE
  TYPE
  LEVEL
  AMMO/USAGE
  SPECIAL
  ATTACK/WEAPON
  ATTACK BONUS
  DAMAGE
  CRITICAL 
  RANGE
  TYPE
  LEVEL
  AMMO/USAGE
  SPECIAL
  ATTACK/WEAPON
  ATTACK BONUS
  DAMAGE
  CRITICAL 
  RANGE
  TYPE
  LEVEL
  AMMO/USAGE
  SPECIAL
  ATTACK/WEAPON
  ATTACK BONUS
  DAMAGE
  CRITICAL 
  RANGE
  TYPE
  LEVEL
  AMMO/USAGE
  SPECIAL
  ATTACKS
  
  4
  TOTAL RANKS
  TOTAL
  CLASS 
  RANKS
  CLASS 
  RANKS
  CLASS 
  RANKS
  INT MOD  
  × LEVEL
  MISC 
  RANKS
  +
  =
  +
  +
  +
  SKILLS
  SKILLS
  SPECIAL SKILL ABILITIES
  LANGUAGES
  CLASS 
  SKILL
  TOTAL
  SKILL 
  RANKS
  CLASS 
  BONUS
  ABILITY 
  MOD
  FEAT 
  BONUS
  ITEM 
  BONUS
  MISC 
  BONUS
  ARMOR 
  PENALTY
  CONDITIONAL MODIFIERS
  ACROBATICS
  DEX
  =
  +
  +
  +
  +
  +
  -
  ATHLETICS
  STR
  =
  +
  +
  +
  +
  +
  -
  PHYSICAL SCIENCE*
  INT
  =
  +
  +
  +
  +
  +
  -
  BLUFF
  CHA
  =
  +
  +
  +
  +
  +
  -
  PILOTING
  DEX
  =
  +
  +
  +
  +
  +
  -
  COMPUTERS*
  INT
  =
  +
  +
  +
  +
  +
  -
  CULTURE*
  INT
  =
  +
  +
  +
  +
  +
  -
  DIPLOMACY
  CHA
  =
  +
  +
  +
  +
  +
  -
  ENGINEERING*
  INT
  =
  +
  +
  +
  +
  +
  -
  SENSE MOTIVE
  WIS
  =
  +
  +
  +
  +
  +
  -
  INTIMIDATE
  CHA
  =
  +
  +
  +
  +
  +
  -
  SLEIGHT OF HAND*
  DEX
  =
  +
  +
  +
  +
  +
  -
  LIFE SCIENCE*
  INT
  =
  +
  +
  +
  +
  +
  -
  STEALTH
  DEX
  =
  +
  +
  +
  +
  +
  -
  MEDICINE*
  INT
  =
  +
  +
  +
  +
  +
  -
  SURVIVAL
  WIS
  =
  +
  +
  +
  +
  +
  -
  PERCEPTION
  WIS
  =
  +
  +
  +
  +
  +
  -
  DISGUISE
  CHA
  =
  +
  +
  +
  +
  +
  -
  MYSTICISM*
  WIS
  =
  +
  +
  +
  +
  +
  -
  PROFESSION*
  =
  +
  +
  +
  +
  +
  -
  PROFESSION*
  =
  +
  +
  +
  +
  +
  -
  PROFESSION*
  =
  +
  +
  +
  +
  +
  -
  * SKILL CAN’T BE USED UNTRAINED.
  
  5
  FEATS
  TOTAL FEATS
  FEATS BY
  LEVEL
  RACIAL
  BONUS
  CLASS
  BONUS
  CLASS
  BONUS
  CLASS
  BONUS
  MISC
  BONUS
  TOTAL
  =
  +
  +
  +
  +
  +
  RACIAL TRAITS
  FEATS
  THEME BENEFITS
  LEVEL
  NAME
  DESCRIPTION
  1ST
  6TH
  12TH
  18TH
  NAME
  DESCRIPTION
  SOURCE
  
  6
  EQUIPMENT
  AUGMENTATIONS
  WEAPONS & WEAPON FUSIONS
  ARMOR & ARMOR UPGRADES
  MAGIC ITEMS
  BRAIN
  LEVEL
  EARS
  LEVEL
  THROAT
  LEVEL
  EYES
  LEVEL
  LUNGS
  LEVEL
  HEART
  LEVEL
  ARMS
  LEVEL
  SKIN
  LEVEL
  HANDS
  LEVEL
  LEGS
  LEVEL
  FEET
  LEVEL
  NAME
  LEVEL
  PRICE
  BULK
  NAME
  LEVEL
  PRICE
  BULK
  NAME
  LEVEL
  PRICE
  BULK
  SPINAL COLUMN
  LEVEL
  OTHER SYSTEMS
  LEVEL
  
  7
  EQUIPMENT
  GEAR
  CARRYING CAPACITY
  MONEY
  HOLDINGS
  VEHICLES
  OTHER VALUABLES
  UNENCUMBERED
  ENCUMBERED
  OVERBURDENED
  CREDSTICK
  HARD CURRENCY
  STORED
  LOCATION
  OTHER CURRENCY
  UPBS
  GEAR
  LEVEL
  PRICE
  BULK
  TOTALS
  ART, GEMS, JEWLERY, TRADE GOODS, ETC.
  BULK
  VALUE
  HOLDINGS
  VALUE
  VEHICLE
  LEVEL
  VALUE
  
  8
  SPELLCASTING
  SPELL-LIKE ABILITIES
  CLASS
  CASTER LEVEL
  SPELLS 
  KNOWN
  SAVE DC
  LEVEL
  SPELLS 
  PER DAY
  ABILITY 
  BONUS
  BONUS 
  SPELLS
  0
  1
  2
  3
  4
  5
  6
  CONNECTION, NOTES, ETC.
  CLASS
  CASTER LEVEL
  SPELLS 
  KNOWN
  SAVE DC
  LEVEL
  SPELLS 
  PER DAY
  ABILITY 
  BONUS
  BONUS 
  SPELLS
  0
  1
  2
  3
  4
  5
  6
  CONNECTION, NOTES, ETC.
  SPELL NAME
  TIMES 
  PER 
  DAY
  SAVE 
  DC
  SPELLS KNOWN
  LEVEL
  SPELL NAME
  SAVE DC
  SR?
  RANGE
  DURATION
  DESCRIPTION
  SPELLS
  
  9
  DRONE
  DRONE
  NAME
  LEVEL
  DRONE CHASSIS
  SIZE
  SPEED
  ABILITIES
  DEFENSES
  OFFENSE
  SPECIAL ABILITIES
  SKILLS
  FEET
  SQUARES
  MPH
  LAND
  FLY
  SWIM
  CLIMB
  OTHER
  SCORE
  MOD
  TEMP 
  SCORE
  TEMP 
  MOD
  STR
  STRENGTH
  DEX
  DEXTERITY
  CON
  CONSTITUTION
  INT
  INTELLIGENCE
  WIS
  WISDOM
  CHA
  CHARISMA
  HIT POINTS
  RESOLVE POINTS
  CLASS 
  SKILL SKILL NAME
  TOTAL
  SKILL 
  RANKS
  ABILITY 
  MOD
  MISC 
  MOD
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  FEATS
  LANGUAGES
  MODS
  INITIATIVE
  TOTAL
  DEX MOD
  MISC MOD
  TOTAL CURRENT
  =
  +
  EAC
  ENERGY ARMOR CLASS
  TOTAL
  BASE  
  AC
  ARMOR 
  BONUS
  DEXTERITY 
  MOD
  MISC MOD
  MISC MOD
  =
  +
  +
  +
  +
  KAC
  KINETIC ARMOR CLASS
  TOTAL
  BASE  
  AC
  ARMOR 
  BONUS
  DEXTERITY 
  MOD
  MISC MOD
  MISC MOD
  +
  +
  +
  +
  FORTITUDE
  SAVE
  TOTAL
  SAVE  
  BONUS
  ABILITY 
  MOD
  RESISTANCE 
  MOD
  MISC MOD
  MISC MOD
  +
  +
  +
  +
  =
  REFLEX SAVE
  TOTAL
  SAVE  
  BONUS
  ABILITY 
  MOD
  RESISTANCE 
  MOD
  MISC MOD
  MISC MOD
  +
  +
  +
  +
  =
  WILL SAVE
  TOTAL
  SAVE  
  BONUS
  ABILITY 
  MOD
  RESISTANCE 
  MOD
  MISC MOD
  MISC MOD
  +
  +
  +
  +
  =
  DR
  ENERGY RESISTANCE 
  SPECIAL
  ATTACK/WEAPON
  ATTACK
  DAMAGE
  CRITICAL
  AMMO
  SPECIAL
  ATTACK/WEAPON
  ATTACK
  DAMAGE
  CRITICAL
  AMMO
  SPECIAL
  ATTACK/WEAPON
  ATTACK
  DAMAGE
  CRITICAL
  AMMO
  SPECIAL
  AI
  LIMITED
  EXPERT
  TRUE
  
  10
  BACKGROUND
  APPEARANCE
  FAMILY
  AFFILIATION/FACTION
  PERSONALITY
  AGE
  HEIGHT
  WEIGHT
  GENDER
  SKIN
  HAIR
  EYES
  ETHNICITY
  HOME WORLD
  TATTOOS/SCARS/PIERCINGS/MARKS
  PHOBIAS
  DISLIKES
  EXTENDED FAMILY
  LIKES
  CHILDREN
  CATCHPHRASES
  QUIRKS
  FAMILY NOTES
  FACTION SYMBOL
  NOTES
  GENERAL DESCRIPTION
  GENERAL DESCRIPTION
  PARENT
  RACE
  CLASS
  DESCRIPTION
  SIBLING
  RACE
  CLASS
  DESCRIPTION
  PARENT
  RACE
  CLASS
  DESCRIPTION
  PARENT
  RACE
  CLASS
  DESCRIPTION
  SPOUSE
  RACE
  CLASS
  DESCRIPTION
  SIBLING
  RACE
  CLASS
  DESCRIPTION
  SIBLING
  RACE
  CLASS
  DESCRIPTION
  
  11
  BACKGROUND
  HISTORY
  HOME/HIDEOUT/BASE
  CHARACTER SKETCH
  BIRTH AND CHILDHOOD
  ADOLESCENCE
  TRAINING
  EARLY ADVENTURES
  DETAILS
  
  12
  ADVANCEMENT
  NOTABLE NPCs
  ACHIEVEMENTS
  CREATURE TYPES SLAIN
  BASE 
  SCORE
  STR
  STRENGTH
  DEX
  DEXTERITY
  CON
  CONSTITUTION
  BASE 
  SCORE
  INT
  INTELLIGENCE
  WIS
  WISDOM
  CHA
  CHARISMA
  EXPERIENCE
  CURRENT XP
  NEXT LEVEL
  MOST WEAPON DAMAGE DEALT
  MOST SPELL DAMAGE DEALT
  NUMBER OF TIMES HIT BY A CRIT
  NUMBER OF DEATHS
  HIGHEST AC HIT
  HIGHEST AC ACHEIVED
  MOST CREDITS POSSESSED AT ONE TIME
  MOST CREDITS GAINED AT ONE TIME
  COMPUTERS HACKED
  TRAPS DISABLED/SPRUNG
  GREATEST NUMBER OF FOES IN ONE FIGHT
  UNIQUE MONSTERS SLAIN
  ENEMY STARSHIPS DEFEATED
  NEW PLANETS/SYSTEMS DISCOVERED
  NEW ALIEN CREATURES DISCOVERED
  NEW SENTIENT SPECIES CONTACTED
  ALIEN RUINS EXPLORED
  ABERRATION
  MAGICAL BEAST
  ANIMAL
  MONSTROUS HUMANOID
  CONSTRUCT (MAGICAL)
  OOZE
  CONSTRUCT (TECHNOLOGICAL)
  OUTSIDER
  DRAGON
  PLANT
  FEY
  UNDEAD
  HUMANOID
  VERMIN
  ALLIES/FELLOW ADVENTURERS
  FOES
  ADVENTURES
  LEVEL
  CLASS
  STAMINA 
  POINTS
  HIT 
  POINTS
  ABILITY 
  INCREASE
  FEAT
  1
  +1
  2
  7
  +1
  11
  +1
  15
  3
  +1
  8
  12
  16
  19
  +1
  4
  +1
  9
  +1
  13
  +1
  17
  +1
  20
  5
  10
  14
  18
  6
  +1
  
  13
  CAMPAIGN LOG
  DATE
  DESCRIPTION
  XP GAINED
  LEVELED?
  DIED?
  NOTABLE FOE
  ADVENTURES
  
  14
  STARSHIP
  FO
  RW
  AR
  D S
  HIE
  LD
  S
  AF
  T S
  HIE
  LDS
  FORWARD
  ARC
  AFT
  ARC
  STARBOARD
  ARC
  PORT
  ARC
  STA
  RBO
  AR
  D S
  HIE
  LD
  S
  PO
  RT 
  SH
  IEL
  DS
  Permission granted to photocopy for personal use. © 2017 Paizo Inc. 
  MAKE AND MODEL
  SIZE
  FRAME
  AC
  TL
  WEAPONS  
  (PORT)
  WEAPONS 
  (FORWARD)
  WEAPONS  
  (AFT)
  WEAPONS 
  (STARBOARD)
  WEAPONS 
  (TURRET)
  MANEUVERABILITY
  DRIFT RATING
  SPEED
  DAMAGE
  THRESHOLD
  TOTAL
  HULL
  POINTS
  CRITICAL
  THRESHOLD
  CURRENT
  POWER CORE
  DRIFT ENGINE
  CREW
  NOTES
  CRITICAL DAMAGE
  STARSHIP NAME
  WEAPONS ARRAY (31–60)
  GLITCHING
  MALFUNCTIONING
  WRECKED
  TOTAL
  TOTAL
  PILOT 
  RANKS
  SIZE
  MOD
  MISC
  MOD
  =10+ 
  =10+ 
  + 
  + 
  + 
  + 
  + 
  + 
  SHIELD TOTAL
  MODIFIERS
  LIFE SUPPORT (1–10)
  GLITCHING
  MALFUNCTIONING
  WRECKED
  SENSORS (11–30)
  GLITCHING
  MALFUNCTIONING
  WRECKED
  ENGINES (61–80)
  GLITCHING
  MALFUNCTIONING
  WRECKED
  POWER CORE (81–00)
  GLITCHING
  MALFUNCTIONING
  WRECKED
  FORWARD
  (1)
  AFT
  (3)
  STARBOARD
  (2)
  PORT
  (4)
  FORWARD
  (1)
  AFT
  (3)
  STARBOARD
  (2)
  PORT
  (4)
  FORWARD
  (1)
  AFT
  (3)
  STARBOARD
  (2)
  PORT
  (4)
  TIER
  SYSTEMS
  EXPANSION BAYS
  CARGO/PASSENGERS
  CAPTAIN  
  ENGINEERS
  GUNNERS
  PILOT 
  SCIENCE OFFICERS
  COUNTER-
  MEASURES
  PILOT 
  RANKS
  ARMOR
  BONUS
  SIZE
  MOD
  MISC
  MOD
  
  15
  STARSHIP COMBAT
  STARSHIP COMBAT ROUNDS 
  (PAGE 317*)
  Each round of starship combat is divided up into the three following 
  phases, resolved in order. Each character onboard a starship 
  typically acts in only one of these phases, depending on her role on 
  the starship (see below). The captain can act in any phase.
  1.  Engineering: The engineers can repair the starship’s systems 
  or give one or more systems a boost. These actions occur 
  simultaneously, so they can be resolved in any order.
  2.  Helm: Each starship’s pilot attempts a Piloting check. The pilot 
  with the lowest result acts first to move his starship (page 317*) 
  and perform stunts (pages 319–320*), followed by the next 
  lowest, and so on, until all starships have moved. 
  Also during this phase, each of the science officers acts at the 
  same point in the phase as her starship’s pilot, but they can decide 
  between them who acts first.
  3.  Gunnery: The gunners can fire their starships’ weapons. Although 
  starships fire in the same order decided upon in the helm phase, 
  the effects of damage are not taken into account until the end of 
  the phase, meaning that all starships can fire, even if they take 
  enough damage to be disabled or destroyed during this phase.
  STARSHIP SPEED AND  
  MANEUVERABILITY (PAGE 319*)
  Speed
  Piloting Check Modifier
  4 or less
  +2
  6
  +1
  8–10
  —
  12
  –1
  14 or more
  –2
  Maneuverability
  Distance Between 
  Turns
  Piloting Check 
  Modifier
  Clumsy
  4
  –2
  Poor
  3
  –1
  Average
  2
  0
  Good
  1
  +1
  Perfect
  0 (see page 319*)
  +2
  CRITICAL DAMAGE (PAGE 321*)
  d%
  System
  Effect 
  1–10
  Life support
  Condition applies to all captain actions
  11–30
  Sensors 
  Condition applies to all science officer actions
  31–60
  Weapons array 
  Randomly determine one arc containing weapons; condition applies to all gunner actions using weapons in that arc (a 
  turret counts as being in all arcs)
  61–80
  Engines 
  Condition applies to all pilot actions
  81–100
  Power core
  Condition applies to all engineer actions except hold it together and patch; a malfunctioning or wrecked power 
  core affects other crew members’ actions (see Critical Damage Conditions below)
  Glitching:  All checks attempted involving a glitching system (except the hold it together and patch engineer actions) take a –2 penalty.
  Malfunctioning:  All checks attempted involving a malfunctioning system (except the hold it together and patch engineer actions) take a –4 penalty. In 
  addition, crew members can’t take any push actions using that system. If the power core is malfunctioning, all actions aboard the starship not involving 
  the power core take a –2 penalty; this penalty stacks with penalties from critical damage conditions to other systems. 
  Wrecked: All checks attempted involving a wrecked system (except the hold it together and patch engineer actions and minor crew actions) automatically 
  fail. A crew member can still take minor actions using that system. If the power core is wrecked, all actions aboard the starship not involving the power 
  core take a –4 penalty; this penalty stacks with penalties from critical damage conditions to other systems. 
  PATCHING CRITICAL DAMAGE  
  (PAGE 323–324*)
  Damage Level
  Actions to Patch
  DC
  Glitching
  1
  10 + 2 × starship’s tier
  Malfunctioning
  2
  15 + 2 × starship’s tier
  Wrecked
  3
  20 + 2 × starship’s tier
  STARBOARD
  ARC
  PORT 
  ARC
  FORWARD
  ARC
  AFT 
  ARC
  FIRING AND SHIELD ARCS
  Shaded hexes are in both arcs (attacker’s choice)
  *All page numbers refer to the Starfinder Core Rulebook.
  
  16
  NOTES
  STARFINDER SOCIETY ROLEPLAYING GUILD
  FACTION
  BOONS
  STARFINDER 
  SOCIETY NUMBER
  NAME
  REPUTATION
  NAME
  REPUTATION
  NAME
  REPUTATION
  NAME
  REPUTATION
  NAME
  REPUTATION
  NAME
  REPUTATION
  ALLY
  FACTION
  PERSONAL
  PROMOTIONAL
  SOCIAL
  STARSHIP
  FAME
  
  CHARACTER
  INITIATIVE
  ARMOR CLASS
  SAVING THROWS
  SENSES
  PLAYER NAME
  SIZE
  GENDER
  RACE
  ALIGNMENT
  DEITY
  THEME
  CLASS AND ARCHETYPE
  LEVELS
  CLASS AND ARCHETYPE
  LEVELS
  SPEED
  FEET
  SQUARES
  MPH
  LAND
  FLY
  SWIM
  CLIMB
  OTHER
  TOTAL
  DEX MOD
  FEAT MOD
  CLASS MOD
  MISC MOD
  SPELL RESISTANCE
  ABILITY SCORES
  ADJUSTMENTS
  STRENGTH
  SCORE
  MOD
  BONUS
  MOD
  DAMAGE/PENALTY
  MOD
  INTELLIGENCE
  SCORE
  MOD
  BONUS
  MOD
  DAMAGE/PENALTY
  MOD
  DEXTERITY
  SCORE
  MOD
  BONUS
  MOD
  DAMAGE/PENALTY
  MOD
  WISDOM
  SCORE
  MOD
  BONUS
  MOD
  DAMAGE/PENALTY
  MOD
  CONSTITUTION
  SCORE
  MOD
  BONUS
  MOD
  DAMAGE/PENALTY
  MOD
  CHARISMA
  SCORE
  MOD
  BONUS
  MOD
  DAMAGE/PENALTY
  MOD
  =
  +
  +
  +
  HIT POINTS
  STAMINA POINTS
  RESOLVE POINTS
  TOTAL
  TEMPORARY
  CURRENT
  EAC
  KAC
  DR
  ENERGY RESISTANCE
  SPECIAL
  PERCEPTION 
  FORTITUDE SAVE
  SPECIAL
  REFLEX SAVE
  SPECIAL
  WILL SAVE
  SPECIAL
  SEE PAGE 2 FOR SAVING THROWS
  SEE PAGE 2 FOR DETAILS
  SEE PAGES 2, 3, AND 5 FOR CLASS FEATURES AND THEME BENEFITS
  KEY?
  KEY?
  KEY?
  KEY?
  KEY?
  KEY?
  
  COMBAT
  Without a means of magical flight or propulsion, a creature in zero-g 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 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 speed in a direction of 
  its choosing (as appropriate); if that object or creature is moveable, it begins moving in the 
  opposite direction at that same speed.
  A creature 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 in some fashion (which is a move action). If a creature runs into 
  a solid object (including another creature) during its movement, it must succeed at a DC 20 
  Acrobatics or Athletics check to safely stop; failure means that creature gains the off-kilter 
  condition. The second creature must also succeed at a DC 20 Acrobatics or Athletics check to 
  avoid gaining the off-kilter condition. 
  Weapons in Zero-G: Thrown weapons have their range increments multiplied by 10. 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.
  COMMON COMBAT ACTIONS
  COMBAT MANEUVERS (PAGE 246*)
  Charge: Full action, move up to double your speed in a straight line, make a single attack at –2, –2 AC until that start of your next turn.
  Covering Fire: Standard action, ranged attack roll vs. AC 15, no damage, ally gains +2 AC against next attack.
  Feint: Standard action, Bluff check (DC = 10 + foe’s Sense Motive bonus or 15 + 1-1/2 × foe’s CR), opponent is flat-footed (–2 AC) against your next attack.
  Fight Defensively: Standard or full action, –4 to attack rolls, +2 AC until next turn.
  Full Attack: Full action, two attacks, each at –4 penalty.
  Harrying Fire: Standard action, ranged attack roll vs. AC 15, no damage, ally gains +2 to next attack roll vs. target.
  Total Defense: Standard action, +4 AC until next turn.
  Standard action, melee attack vs. KAC + 8.
  Bull Rush: Push the target 5 ft., +5 ft. for every 5 by which your attack roll exceeds your target’s KAC + 8.
  Dirty Trick: Target is blinded, deafened, entangled, off-target, shaken, or sickened for 1 round, +1 round for every 5 by which your attack roll exceeds the target’s KAC + 8.
  Disarm: The target drops 1 held item, and you can grab it.
  Grapple: The target gains the grappled condition, or the pinned condition if your attack roll exceeds the target’s KAC + 13.
  Reposition: Move your target 5 ft. within reach, +5 ft. for every 5 by which your attack roll exceeds the targets KAC + 8.
  Sunder: Deal damage to 1 object held by the target or accessible on the target’s body.
  Trip: Knock the target prone, or knock it off-kilter in zero-g.
  COVER (PAGES 253–254*)
  TYPE
  AC BONUS
  REFLEX SAVE BONUS
  Soft cover
  +4
  —
  Partial cover
  +2
  +1
  Regular cover
  +4
  +2
  Improved cover
  +8
  +4
  Total cover*
  —
  —
  *Total cover completely blocks line of effect.
  CONCEALMENT (PAGE 253*)   
  TYPE
  MISS CHANCE
  Regular concealment
  20%
  Total concealment
  50%
  LONG-TERM STABILITY (PAGE 251*)
  CONSTITUTION 
  CHECK RESULT
  OUTCOME
  20 or higher
  Heal 1 HP, regain consciousness
  10–19
  Remain stable, attempt new check in 1 hour
  9 or lower
  Die
  ZERO GRAVITY (PAGE 402*)
  *All page numbers refer to the Starfinder Core Rulebook.
  A FULL LIST OF ACTIONS APPEARS ON PAGE 244*.
  
  CHARACTER 
  LEVEL
  EXPERIENCE 
  POINT TOTAL
  ABILITY 
  INCREASE
  SPECIAL
  1st
  —
  —
  1st feat, theme benefit
  2nd
  1,300
  —
  —
  3rd
  3,300
  —
  2nd feat
  4th
  6,000
  —
  —
  5th
  10,000
  1st
  3rd feat
  6th
  15,000
  —
  Theme benefit
  7th
  23,000
  —
  4th feat
  8th
  34,000
  —
  —
  9th
  50,000
  —
  5th feat
  10th
  71,000
  2nd
  —
  11th
  105,000
  —
  6th feat
  12th
  145,000
  —
  Theme benefit
  13th
  210,000
  —
  7th feat
  14th
  295,000
  —
  —
  15th
  425,000
  3rd
  8th feat
  16th
  600,000
  —
  —
  17th
  850,000
  —
  9th feat
  18th
  1,200,000
  —
  Theme benefit
  19th
  1,700,000
  —
  10th feat
  20th
  2,400,000
  4th
  —
  CHARACTER ADVANCEMENT AND LEVEL-DEPENDENT BONUSES
  ACTIONS IN COMBAT
  STANDARD ACTION
  Activate Item
  Attack (melee)
  Attack (ranged)
  Cast a Spell
  Combat Maneuver
  Concentrate to Maintain a Spell
  Covering Fire
  Dismiss a Spell
  Feint
  Fight Defensively
  Harrying Fire
  Total Defense
  Use Special Ability
  MOVE ACTION
  Crawl
  Direct or Redirect an Effect
  Draw or Sheathe a Weapon
  Guarded Step
  Manipulate an Item
  Move Your Speed
  Reload
  Stand Up
  SWIFT ACTION
  Change Grips
  Drop Prone
  REACTION
  Attack of Opportunity
  FULL ACTION
  Charge
  Coup de Grace
  Fight Defensively
  Full Attack
  Run
  Withdraw
  OTHER ACTIONS
  Combat Banter
  Delay
  Drop an Item
  Ready an Action
  Use a Skill
  
  COMMON CONDITIONS (PAGE 273*)
  Encumbered: Speeds are reduced by 10 feet, maximum Dex bonus to AC is reduced to +2, and you take a –5 penalty to Str- and Dex-based checks.
  Entangled: You move at half speed; you cannot run or charge; and you take a –2 penalty to AC, attack rolls, Reflex saves, initiative checks, and Dex-based skill and 
  ability checks.
  Exhausted: You move at half speed; you cannot run or charge; you take a –3 penalty to AC, attack rolls, melee damage rolls, Reflex saves, initiative checks, and 
  Str- and Dex-based skill and ability checks; and you reduce your encumbered limit by 3 bulk.
  Fatigued: You cannot run or charge; you take a –1 penalty to AC, attack rolls, melee damage rolls, Reflex saves, initiative checks, and Str- and Dex-based skill and 
  ability checks; and you reduce your encumbered limit by 1 bulk.
  Flat-Footed: You take a –2 penalty to AC, and you cannot take reactions or make attacks of opportunity.
  Grappled: You cannot move or take two-handed actions; you take a –2 penalty to AC, most attack rolls, Reflex saves, initiative checks, and Dex-based skill and 
  ability checks; and you cannot make attacks of opportunity.
  Nauseated: You’re unable to attack, cast spells, or concentrate on spells, and the only action you can take is a single move action per turn.
  *All page numbers refer to the Starfinder Core Rulebook.
  Off-Kilter: You can’t take move actions except to right yourself, you take a –2 penalty to attacks, and you’re flat-footed.
  Off-Target: You take a –2 penalty to attack rolls.
  Overburdened: Speeds are reduced to 5 feet; maximum Dex bonus to AC is reduced to +0; and you take a –5 penalty to Str- and Dex-based checks.
  Pinned: You cannot move, you’re flat-footed, and you take penalties to the same attributes as for grappled but the penalty is –4.
  Prone: You take a –4 penalty to melee attacks, a +4 bonus to AC against ranged attacks, and a –4 penalty to AC against melee attacks.
  Shaken: You take a –2 penalty to ability checks, attack rolls, saving throws, and skill checks.
  Sickened: You take a –2 penalty to ability checks, attack rolls, weapon damage rolls, saving throws, and skill checks.
  Staggered: You can take only a single move or standard action each round and can’t take reactions, but you can take swift actions as normal.
  Stunned: You drop everything held, you can’t take actions, and you’re flat-footed.
  
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  System Reference Document. © 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, 
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  Starfinder Player Character Folio © 2017, Paizo Inc.; Authors: Jason Keeley and Robert G. 
  McCreary.
  Development Leads • Jason Keeley and Robert G. McCreary
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  Interior Artist • Roberto Pitturru
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  Developers • Adam Daigle, Crystal Frasier, Amanda Hamon Kunz, Mark Moreland, 
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  Managing Editor • Judy Bauer
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  Editors • Jason Keeley, Lyz Liddell, Elisa Mader, Brad Matteson, Adrian Ng, Joe Pasini, and 
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  Fully detail your heroes and document their exploits with the Starfinder 
  Player Character Folio! This deluxe, innovative character record provides 
  space for absolutely everything you need to know about your Starfinder hero. 
  This sturdy folio’s 16 character-defining pages include:
  • Expanded space for your hero’s attacks, defenses, feats, and class features.
  • A section for detailing your starship’s statistics and capabilities.
  • Quick reference charts for everything from combat to 
  character advancement.
  • Tons of space to track gear.
  • Room to chronicle your character’s 
  achievements, goals, and history.
  • Folder-flaps to hold handouts and 
  other documents.
  
SOURCE: textdata/thevault/Starfinder [multi]/Core/Starfinder - Player Character Folio.pdf