An archetype is a character concept more specific and involved than a theme, but not as comprehensive or broad as a class. Each archetype represents a significant divergence from the abilities of a typical member of the core classes. Archetypes provide an additional layer of control for players who want to fine-tune their character’s advancement. An archetype generally grants abilities that aren’t otherwise available to characters through a class, or it may grant easier access to a specific set of appropriate abilities. In general, these abilities aren’t tied to the background of any one core class or theme and aren’t available to characters via other sources.


In any star system, problems arise that cannot be solved with guile or conflict, or at least they are too time-consuming or expensive for some parties to solve using traditional means. When tensions run high and the privileged begin to sweat their schemes, assassins are often called to action. Completing their grim task with cold, professional detachment, assassins are skilled at espionage, bounty hunting, and terrorism. An assassin’s versatility stems from their professionalism; an assassin is no mere killer, each is an artisan and their medium is death. Trained in a variety of potent killing techniques, even the foolishly brave fear an assassin’s skill, cunning, and ruthlessness.

Assassins walk many roads of life, and all forms of weaponry are potent in a skilled assassin’s hands. From sniper rifles and long arms to operative weapons and spells, most weapons are well-suited to an assassin’s craft, the only weapons actively avoided being those that lack the discretion and finesse that is so crucial to their trade. Although an assassin may ultimately rely on explosives, grenades, missiles, and similar weaponry to sow discord and terror, these weapons generally lack the proper precision for the darkest of their craft’s deeds.

Arcane Artillerist

Although somewhat antiquated in certain parts of the galaxy, magic’s utility and raw power cannot be denied, and so as long as magic has existed, there have been those who turn to magic as a means of supplementing or enhancing their skills. The tradition of arcane artillerists is no exception. Originally conceived millennia ago by elves seeking to bolster their archery with the arcane arts, word of these “arcane archers” spread quickly and their secrets were ultimately passed onto virtually every other race imaginable. Even after their now-archaic weapons fell out of practicability, the secrets of the arcane archers of old continued, resulting in their current incarnation: arcane artillerists.

Although the weapons they wield have changed much throughout the years, the effects of their magic-enhanced traditions have not. Arcane artillerists are masters of ranged combat, as they possess the ability to harness magic to strike foes with uncanny accuracy and form. Ammunition fired by arcane artillerists fly at weird and uncanny angles to strike foes from around corners, and can even pass through walls and other solid barriers. Arcane artillerists are often coveted by mercenary groups for their ability to fell foes from without ever even moving in to engage them, making even the most skilled soldier ever wary for trouble.


Specializing in boarding and close quarter combat, boarders are the pirates who jet across the void to get to grips with the enemy to lay them low, whether to take prisoners or not. They are the well-trained marines aboard vessels of war, who fight tooth and nail against the enemy, they are the sole hero who stands against an enemy boarding party, an implacable foe who will allow no one aboard their ship until they have slain them.

Contrary to popular belief, the members of a boarding party are generally well disciplined as a slight error of judgement when boarding a ship can cost the entire party their lives, destroy the starship, or worst of all, deprive their comrades of their ill-gotten booty. They have experience in fighting in the close quarters of starship corridors and rooms, making sure to use the angles as best possible for maximum cover.

Collateral Diehard

A tragic number of enslaved younglings are forced into hazardous occupations where their status as living assets means that their deaths are considered a cost of business by their heartless captors. Nowhere are these expendable youths more valued than within the ranks of illicit mercenary companies looking to use purchased or captured collaterals as expendable warriors. From a young age, collateral mercenaries are taught that their lives are worth less than the weapons and armor they wield or the vehicles and starships that carry them into battle. Knowing full-well that they’ll be left for dead if they’re seriously injured and often sacrificed on the field of battle like pawns, these younglings quickly learn to lose themselves in a haze of gore and adrenaline in desperate hopes of surviving until their next meal, but ultimately content in the knowledge that they might not.

Nowhere is this more apparent than among the collateral diehards, those youths who have managed to survive long enough to see dozens of conflicts and ultimately steel themselves against the tragedy that surrounds them. Even long after they gain their freedom, collateral diehards have been trained all too well that their lives are expendable; in fact, they revel in it. Storming the battlefield in a haze of gore amidst a field of corpses, make the knowledge of their expendability their armor and clad themselves into it, wading into battle with an unbreakable will and determination that unnerves even the most seasoned of soldiers. For as many question, how does one break a soul who exists only in the revel of battle, who has nothing to live for outside of the death and carnage that war brings? The answer, most find, is that they cannot.

The Collateral Diehard is an archetype for characters who are (or were) children or adolescents taken as slaves. PCs with this archetype are always assumed to have found freedom, but NPCs might still be enslaved at the GM’s decision.


While many individuals of many different races have at least one cybernetic implant due to health problems or to compensate for a severe injury, there are also a few who choose to upgrade their bodies. Cyborgs are characters that love their cybernetic augmentations like other characters love their tattoos. Cyborgs are able to handle a greater number of cybernetic augmentations than most characters.

For the most part, cyborgs come from races with internal skeletons and humanoid anatomy, though there are examples of races with exoskeletons or no skeleton augmenting themselves. Not all characters with cybernetic enhancements are Cyborgs. This archetype represents someone who views cybernetic augmentation as an art form.

Cyborgs are well suited for the soldier, operative, or mechanic character classes.

Cyber Incarnate

Sometimes one or two cybernetic augmentations aren’t enough to save a life or satisfy the need to improve oneself through technological means. Each cyber incarnate goes through the CORE process and gains a MK I avatar. It an expensive endeavor to undergo the CORE process, obtain and maintain an avatar. A cyber incarnate mitigates these expenses by dedicating their life to an organization willing to pick up the costs of the CORE process and the Avatar in exchange for services rendered. Some organizations require some form of cybernetic malware as an insurance policy.

Any species with a brain and spine or spine-like nervous system can become a cyber incarnate. Most cyber incarnates start out as humans, but individual cases from other races are not uncommon. There are even cases where members of one race choose an avatar resembling an alternate race. Not everyone that undergoes the CORE process becomes a cyber incarnate but many do.

Cyber incarnates come from all walks of life and can be from any class.


Duelists represent the pinnacle of martial melee traditions, elegant combatants who with unmatched grace as they parry blows and counter attacks with swift, telling swings of their blades. Sometimes considered obsolete in the age of lasers and heavy weapons, duelists incorporate thousands of years of martial tradition and technique into their craft, honed so that even the most skilled gunman struggles to accurately strike them as they charge headfirst into the fray.

This isn’t to say that all duelists completely eschew weaponry of the modern era. Many duelists wade into battle with both blade and blaster at their side, striking at foes defensively from afar with small arms as they close the gap before switching to their trusted melee weapons. Duelists prefer to wear light armor for the mobility it provides them, as it allows them to more gracefully dodge blows when engaged in the heat of battle. Of all classes, those that rely on light or melee weapons make the best duelists, especially envoys and operatives. In recent years, however, an increasing number of solarians have begun to walk the path of the duelist, combining ancient warrior techniques with the mysterious knowledge of celestial bodies to create a deadly fighting style few can surpass.


A gunner has been exceptionally well trained, or can just be a natural born shot. Able to direct gunfire of all kinds to the exact spots where they wants them, gunners takes on the role of artillery master, sniper, and long-range combatant, using their abilities to lay down cover fire for allies or destroying the enemy from afar.

The gunner takes control of starship weapons in interstellar combat, and uses his abilities for long-range attacks when assigned to a ground team, ensuring maximum efficiency for his weapons.


In the cyber-magic age, knowledge is the greatest treasure, a self-perpetuating commodity that expands as star systems connect, civilizations grow, and galaxies are charted. Through such endeavors, mortal understanding of the Material Plane grows, and with that understanding comes a better mastery of the Material Plane that enables innovation and invention alike. Although information is largely free to all who seek it, individuals exist who wish to cultivate and master lore as much as possible. Far more than a scientist or scholar of a single field of study, these are loremasters—seekers of knowledge and pursuers of the answers to life’s greatest questions. In ages long past, the title of loremaster was a prestigious one, given only to those able to divine answers for themselves using magic. Now, however, the advent of planetary infosphere has allowed anyone to ‘divine’ answers to whatever questions they have, making the ways of the loremaster far more accessible. However, ultimately it is the duty of a loremaster to seek out new information rather than languish among archives of information long-since discovered. As a result, loremasters often take to a life of adventure, joining with other heroes as a means to see sights and enjoy new discoveries, content with any and all knowledge that they pick up along the way.


Metamorphs are mutants with unstable or constantly changing genetic structure. As their chromosomes change they continue to gain deformities and beneficial mutations over their entire lifespan. Most metamorphs maintain a low profile on the fringes of civilization since they represent an unpredictable threat to an orderly civilized society. Their chromosomes mutate at such an accelerated rate that their DNA imprint becomes unrecognizable in just a few weeks.

In addition to being genetically incompatible with cybernetics and bionics, a metamorph cannot even maintain an ID chip. This lack of identity causes them to be ostracized in communities which rely on biometric identification. If mutants are generally shunned, metamorphs are hunted. Consequently, metamorphs take advantage of their malleable genetic code and beneficial mutations to hide themselves and survive. Many capitalize on their anonymity by turning to crime or espionage. Others seek to understand and develop their powers, adapting to each cycle of change as the next phase in their evolution.

The majority of metamorphs are humans and shirrens, though mutant members of other races are uncommon its possible for a metamorph to be from any race. Metamorphs gravitate toward the envoy, operative, and soldier classes.

Requirements: The character must have taken one of the following templates at first level; minor mutant, major mutant, or true mutant.

Mystic Theurge

Mystic theurges are undisputed masters of magic, keepers of arcane traditions thought of as esoteric even when magic ruled entire worlds. Now the tradition of mystic theurges is old and nearly forgotten, though the power they command certainly hasn’t dwindled. In ancient times, mystic theurges harnessed the power of gods and men simultaneously, brandishing arcane and divine magic with equal skill. But as centuries passed and turned into millennia, the arts of the mystic theurge changed with them. As the lines between arcane, divine, and psychic magics blurred together, mystic theurges found themselves blurring together new, emerging traditions of magic to incredible effect. Today, a mystic theurge might be a master of the old ways and a devout follower to a god, a master of bardic music who dabbles in technomancy, or a mystic who has had the secrets of paladins revealed to them.

Mystic theurges place no boundaries on their magical abilities and find no irreconcilable paradox between the spellcasting classes they choose. They seek magic in all its forms, finding no reason or logic in denying themselves spellcasting instruction by limiting their knowledge to one stifling paradigm, though many are simply hungry for limitless power. No matter their motivations, mystic theurges believe in the worthwhileness of studying and mastering magic, even if the world around them has long since lost interest in eldritch secrets and the power that comes from discovering them. Spellcasting classes mentioned in these rules that are not in the Starfinder Core Rulebook can be found in Starfarer’s Companion.

Special: You can only add this archetype to a class with the spells class feature.

Senior Officer

Senior officers aboard a starship are normally part of the direct bridge and command crew, typically serving as captains or executive officers but could be anyone who is in direct command of a number of subordinates, such as a chief engineer or a security team leader. Invested with responsibility for the safety and efficiency of the ship’s crew, they tend to be adept at improvisation, and in helping others achieve their maximum potential. Whether they are leading a team away from the starship or controlling the bridge during combat, Senior Officers are expected to keep calm and disciplined, helped by years of experience, and possibly training (though this is not necessarily always in an academic sense).


Even in the far-flung future, civilized folk rightfully fear the dark and the creatures that prowl within it, comforting themselves with neon or electric lights when darkness falls. Yet those have always exist who embrace, rather than fear, the night. These are the shadowdancers, folk who exist in the boundary between light and darkness. Within the twilight, shadowdancers become half-seen artists of stealth and deception, unbound by worldly fetters.

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