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Starfinder Core Rulebook

****½ (based on 17 ratings)
Starfinder Core Rulebook

Backorder Hardcover $59.99

Add PDF $9.99

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Shoot for the Stars

Blast off into a galaxy of adventure with the Starfinder Roleplaying Game! Step into your powered armor and grab your magic-infused laser rifle as you investigate the mysteries of a weird universe with your bold starship crew. Will you delve for lost artifacts in the ruins of alien temples? Strap on rune-enhanced armor and a laser rifle to battle undead empires in fleets of bone ships, or defend colonists from a swarm of ravenous monsters? Maybe you'll hack into the mainframe of a god-run corporation, or search the stars for clues to the secret history of the universe or brand new planets to explore. Whether you're making first contact with new cultures on uncharted worlds or fighting to survive in the neon-lit back alleys of Absalom Station, you and your team will need all your wits, combat skill, and magic to make it through. But most of all, you'll need each other.

This massive 528-page hardcover rulebook is the essential centerpiece of the Starfinder Roleplaying Game, with rules for character creation, magic, gear, and more—everything you need to play Starfinder as either a player or Game Master! The next great adventure in science-fantasy roleplaying takes off here, and the Starfinder Core Rulebook is your ticket to a lifetime of adventure amid the stars!

Inside this book, you'll find:

  • All of the rules you need to play or run a game of Starfinder.
  • Seven character classes, from the elite soldier and stealthy operative to the physics-hacking technomancer and mind-bending mystic.
  • Character races both new and classic, from androids, insectile shirrens, ratlike ysoki, and reptilian vesk to the dwarves and elves of the distant future.
  • An in-depth exploration of the Starfinder setting, including its planets, gods, factions, and threats.
  • Hundreds of weapons, spells, technological gadgets, magic items, and other options to outfit any character.
  • Complete rules for starships, including customization and starship combat.
  • Rules and tips on using Pathfinder RPG content with Starfinder.

ISBN-13: 978-1-60125-956-1


Note: This product is part of the Starfinder Roleplaying Game Subscription.

Product Availability

Hardcover: This product is a backorder.

PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

Are there errors or omissions in this product information? Got corrections? Let us know at


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Product Reviews (17)
1 to 5 of 17 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

****½ (based on 17 ratings)

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"Inclusiveness"? Really?


The rulebook is fantastic, the setting and feel are an awesome addition to the paizo brand and RPGs in general. Love it, and I can't wait for more content.
To the person worried in their review about "inclusiveness", all I can say is really? You're going to focus on that? I've read through most of the book and I don't even know what game components you are referring to with your thinly-veiled homophobia. How about this? Your "house rules" can be regressive and exclude a very minor and inconsequential part of the game, and the rest of the playing community can just move forward like it's no big deal, because it's not....

Good system except where magic is concerned

***( )( )

Having read the majority of the book, I feel like I can weigh in at this point. I really enjoy the lore, technology, and most of the classes.

The only real issue I have is with the magic system. Lowered to six spell levels,progression closer to that of weakened spellcasting, and several iconic spells missing. I get wanting to make magic take the backseat, but I really feel like that's the arena of the GM to decide the feel of the game.

The explanation of, "It's easier to use technology so magic disappeared!" Doesn't add up either, as I feel like a lot of the spells eliminated are things the technology doesn't cover, and a lot of the existent spells have a technological equivalent.

I'm really hoping for a nice book expanding magic, maybe with a newage wizard class.

An Excellent Start

****( )

Well, the Starfinder Core Rulebook is finally here, and I am really enjoying it so far, despite having yet to participate in any games. The flavor of this product is nigh top-notch; my only complaint in the flavor is the "inclusiveness" of certain views on union and marriage: if you want to include that stuff in your home games, that's fine. But don't make it official, please.

In terms of crunch, despite several forum posts on this website, I believe that the classes are quite balanced and should function if the characters are built right. The items in the book feel woefully lacking; there is a distinct absence of level one items in the product itself, which can be very limiting to new characters. I am very happy with the rules execution of this product, as not everything is focused on combat, although I think D&D 5e did a better job of the non-combat options than Starfinder has. One minor quibble I have with the skills in Starfinder (and Pathfinder, for that matter) is that Diplomacy is underplayed: I really like the idea of playing a Han Solo-like captain character that can talk out of any combat situation, but no. Diplomacy once again has to go through stages to calm your enemy down, as opposed to Diplomacy in D&D Next, which allows you to calm your enemy down quickly with some fast talking and a lucky die roll.

In the GM section (last complaint) is that there are no NPC building rules. I guess that was because they placed the Starship rules in the book, but still, I would have liked to have seen them.

Other than the complaints expressed above, I suggest that you take a look at the Starfinder Core Rulebook and have a good time playing with your friends as characters exploring the mysteries of a strange and wonderful universe.

Final rating: 4.5/5, rounded down.

~Eldiden Whitefur

Space Opera Mixed With Fantasy To Make a Unique Product.


Many people have already commented on the various changes in the rules, what is different from Pathfinder, what holds the same, and what goes big. The tome is so chock-full of rules that it'd be impossible to go over them all in this review format. So here are the highlights:

- The theme goes big, and succeeds. This is more than just a space opera - it takes all of the homages that Pathfinder used to classic sci-fi (Burroughs, et al.) - and builds functioning space empires off of them. This is not just a retread of tired science-fiction tropes (declining empire, upstart corporations, etc.) - it's a re-imagining of what makes Space Opera work.

- It's a rule-set based on, and almost identical to, Pathfinder. As such, it's easy for anyone who is familiar with Pathfinder to pick up and play. But it is not a re-skin of Pathfinder. They have changed rules, making additions and creating a rule-set better suited to science fiction than fantasy. This is not simply a new source-book for Pathfinder; it's a new rule set that feels like a natural evolution from Pathfinder.

- The merger of magic and technology feels right. Rather than fighting each other, or stepping on the toes to achieve the same thing, they occupy unique and interesting spheres.

All in all, if a Space Opera RPG, tech-fantasy RPG, or Pathfinder-plus RPG appeals to you, this is worth your money.

One Star not Infinite Stars

*( )( )( )( )

This is not really Pathfinder lite in space. Is it familiar? Yes. Does it have differences? Yes. See the other reviews for more on this.

Classes - this is my biggest complaint. All so constraining to what the authors of Starfinder want you to play. The trick attack can't be used with the sniper weapons? Just melee and small arms? Yet part of the class description says 'sniping'? Here is hoping that splat books brings a lot more 'official' specializations too.

Overall the classes just feel like they had a fresh coat of paint slapped on them after adjusting them somewhat to the new rules.

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