Deep Crow

ComputerSmurf's page

7 posts. 1 review. No lists. 1 wishlist.



Sign in to create or edit a product review.

Our Price: $14.95

Add to Cart

Starjammer: Spelljammer: Pathfinder Edition

4/5

This is a meaty book with all sorts of goodness to delve through. Due to character limits I will be as brief as I can while doing the book justice.

You have 9 Chapters in this book
Character Races
Class Options
Skills & Feats
Equipment
Magic
Environmental Hazards
Traveling
Fighting
Bestiary.

In the races section you have the standard core races with their new roles in space, you have a fun Ooze People (Abiarazi), a fast rising species that is great at tech/magitech (Manu), Beetle Bug People (Pasimachi), and the Alien/Space Monster + Human version of Aasimars/Tieflings. Each of the new races comes with feats/archetypes and either new equipment or new spells for them.

In the new class options there a couple of flavorful archetypes (Void Tracker being my favorite), as well as a couple piece parts of class choices (a rogue talent, an oracle mystery, a kineticist talent, and the Siege Combat Style !!!!) as well as factions. The Factions are like most organization rules in the Inner Sea <X> books for pathfinder proper, a little crunch, a little fluff, gives a setting more life.

Equipment operates under an assumption you have access to the technology guide, which is somewhat fair since the publisher being the same group that runs the SRD, but can be a drawback for some users. The important thing to look at here is Table 4-1, the wealth by level chart. Reason this is important is this is where you find your Vessel wealth budget as well. The equipment presented in this chapter is out of the reach of most characters below level 6-8 excluding the spike bomb just based on price. Makes sense as some of these are fairly powerful.

Magic in this book is somewhat of a mixed bag. I understand the need for some of the spells incase objects fail, people wanting to engage in ship combat, always have access to the Mend Vessel spell line.

The hazards chapter is both the environmental hazards in space as well as a planet generation system, ending with gods in space. I can dig it, I'd think they might want to expand on planet generation/sample planets in another book if enough interest comes up. Nothing as massive as this one, but maybe like the size of a Pathfinder Companion book.
The gods? Well, the ones they go into depth on with a full god entry block for (sans obedience and boons) are great. Table 6-9: Other Gods? Cthulhu gods in space always makes me have bad C-Tech flashbacks. I hope the devs expand on that table in a future book and give as much love to these guys as they did the ones fully presented in this book.

Travelling/Fighting in the Void chapters:
Spaceship rules from Crew, to building, to combat. It's like they looked at Rogue Trader, said "this is a mess, we can do this better" and then they did. It makes me happy to see a cleaner spaceship combat system here than in product line that is devoted to that.

This leaves the bestiary in the back:
Rather short, another book is assumed to be owned here for one monster, as it has mythic ranks. Some of the monsters are fun (I'd love to see Racial Stats on the Uzaycin presented), but the Star Beasts? Not so much.

Final Thoughts:
Pros: Lots to work with here for most styles of space play. Book refs another one they have planned so it gives hope and shows they are going to expand on things.

Cons: the amount of See Page (XX) notations indicating a few minor editing errors, assumptions on other books owned (or access to SRD), the lack of beetle mount stats for the Pasimachi's Cavalier Archetype (the druid beetle/bug as printed normally is Medium and it's a medium sized race. Do you intend to give Undersized Mount?).

Rating: 4/5. Adjust to 5/5 when formatting errors (Page XX) and the beetle things are fixed.