SFS Standard Starfinder Field Agent

You are a trained agent of the Starfinder Society, a group of adventures, scholars, and xenoarchaeologists seeking knowledge, treasure, and secrets across the galaxy.

Additional Feats

SFS Standard Starfinder Field Agent Dedication Feat 2

Prerequisites member of the Starfinder Society; trained in Society

You are a trained agent of the Starfinder Society. You become an expert in Society. You gain the Additional Lore feat for Starfinder Lore; if you were already trained in Starfinder Lore, you also become trained in a Lore skill of your choice.

Special You can take this feat if you have the xenoarchaeologist archetype dedication feat even if you haven't taken two additional xenoarchaeologist feats. Xenoarchaeologist archetype feats count as Starfinder field agent feats, and vice-versa, for purposes of completing the archetypes.

SFS Standard Danger Awareness Feat 4*

Archetypes Starfinder Field Agent (Feat 4)
* This version of the Danger Awareness feat is intended for use with an Archetype and has a different level for access than the original feat.

You have an intuitive sense that alerts you to danger and allows you to discern the presence of hidden threats. You gain a +1 circumstance bonus to Perception checks to find traps and hidden, undetected, and unnoticed creatures; to AC against attacks made by traps and hidden, undetected, and unnoticed creatures; and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. If your initiative result is tied with an opponent, you always go first.

SFS Standard Mission Briefing Feat 4


Coming prepared to mission briefings gives you extra time to ask questions and research a topic relevant to your next adventure. You are trained in Mission Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic related to an assignment, mission, or quest performed on behalf of another individual or organization. If you fail a check to Recall Knowledge with Mission Lore, you get the effects of the Dubious Knowledge skill feat unless the question was already answered during a mission briefing. If you have legendary proficiency in Society, you gain expert proficiency in Mission Lore, but you can't increase your proficiency rank in Mission Lore by any other means.

SFS Standard Always on Alert Feat 6


After countless unexpected encounters you've developed a second sense for danger. You can perform the Scout exploration activity at the same time as the Avoid Notice, Investigate, or Search exploration activity. The bonus to initiative you grant when you Scout is +2 instead of +1.

SFS Standard Starfinder Provisions Feat 8


The Starfinder Society provides you with provisions to aid you on your adventures. Each day during your daily preparations while you’re in a settlement, a Starfinder Society delivery drone delivers two consumable items with an item level no higher than half your level. The drone might not be able to arrive if you’re in a remote location or based on GM’s discretion. If you receive a subsequent delivery and have items remaining from the prior delivery, you must return any unused consumables to the drone before receiving new stock.

SFS Standard Veteran Trap Finder Feat 8


You can use Mission Lore instead of Computers or Thievery to disable traps in locations you researched using Mission Briefing. You can disable traps that require a proficiency rank of master in Computers or Thievery. If you have master proficiency in Computers or Thievery, you can disable traps that require a proficiency rank of legendary in that skill instead, and increase the circumstance bonus you gain from Danger Awareness to +2.

SFS Standard Swap Upgrades [one-action] Feat 10

Frequency once per day
Requirements You are holding a repair kit, or you are wearing it and have a hand free.

You've meticulously prepared your gear to allow for quick adjustments in the field without damaging any delicate components. You draw and Install an Upgrade into a wielded weapon or worn armor. You can uninstall and stow an upgrade as part of this activity. If you have master proficiency in Crafting, you can Install two upgrades.