Starjammer: Core Rulebook (PFRPG) PDF

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Welcome to the Void. Welcome to Starjammer!

Some people look to the stars and wonder what they are, what they mean, and what is out there.

Your characters are about to find out.

Welcome to Starjammer, a wild ride through the void built upon and compatible with the Pathfinder Roleplaying Game. This tome is over 200 pages of star-exploring options, including:

  • Four new player character races including the Abiarazi (shapechanging oozes), the Manu (innovative crafters of magitech), the Pasimachi (a beetle-like hive race with a wealth of genetic variations), and the Transgenics (half human/half alien nomads)!
  • A toolbox approach to creating and customizing your own spacefaring vessels to travel the stars as explorers, traders, pirates, mercenaries, or even as a part of an organized space fleet!
  • New racial options, archetypes, and traits for all of the new races as well as for the core Pathfinder Roleplaying Game races!
  • Additional uses for skills, plus new skills to use technology!
  • New class archetypes including heliacal healer (cleric), shock trooper (fighter), and void tracker (ranger)!
  • New racial and class features to specialize your characters for their journeys away from their home planets, such as the Infinity Oracle Mystery, Elven Rocketjocks, and much more!
  • Unique roles for space vessel crewmembers, specialized crew roles, and synergies between officers that grant benefits to the crew!
  • Factions of the Void, including the knowledge-seeking Bastion Incantorum, the militaristic Infinite Star Legion, the charismatic Israfel Order, the avaricious Red Tang Spice Guild, and the preservationist Shaman Knights.
  • New rules for skills used in space, including Craft (vessel), Knowledge (geography), and Profession (pilot)!
  • Over a dozen new feats for PCs in space!
  • New equipment for space-based adventures including magnetic shields, misfortune lanterns, hardsuits, dwarven steamsuits, star marine armor, and more!
  • Over a dozen new spells to survive in or control the void around you!
  • Environmental hazards of space and space travel including antimagic fields, asteroid fields/meteor showers, comets, dust clouds, nebulae, oort clouds, radiation belts, ribbon storms, solar flares, wormholes, and more!
  • Rules for planet shapes, environments, and classifications!
  • A sample gazetteer to spark your imagination when creating your own bold new worlds!

Take to the stars and begin your adventures either on your own or with a hearty crew of brave friends.

Explore the infinite reaches of the void or bring a bit of the stars to the games at your own table today!

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An Endzeitgeist.com review

5/5

This massive tome clocks in at 238 pages, 1 page front cover, 2 pages of editorial, 1 page ToC, 2 pages of SRD, 1 page advertisement, 1 page back cover, leaving us with 230 pages of content. Of these, 8 are devoted to a handy index (kudos!).

This review was requested as a non-prioritized review by my patreons.

So, as you can see from the page-count, this is a massive book. As such, I will try to be brief without sacrificing analytical depth.

First of all, we take a look at how to use this book – and, in case you did not know, this is NOT, I repeat, this is NOT a Starfinder-book – this is a scifi-toolkit for PFRPG. We begin with different ways of using the book: From sprinkling parts in, to developing an ongoing campaign to go to the stars to a full-blown campaign in the vast regions of space. It should be noted, that this book makes use of the Technology Guide’s rules. I strongly suggest getting that book.

The first chapter deals with races for Starjammer. The first would be the Abiarazi, a race of shapechanging oozes that take humanoid forms. As such, they are oozes with the shapechanger subtype, get +2 Con and Int, -2 Cha, 30 ft. speed, do breathe and don’t need to sleep, unless preparing spells etc. They thankfully are neither blind, nor mindless and have no special immunities to gaze attacks, illusions, etc. The race can, as a standard action, assujme oozeform, which allows them to fit into spaces as though they were half their size, quarter their size with squeezing penalties. They also get a plasmic lash, which is kind of like a tongue that can tether those nearby to the creature, with rules codified properly – kudos! 1/day, they can use blur as an SP (which is pretty potent), and as a shapechanger, they can alter their forms into a Small or Medium humanoid as per alter self, minus the ability score adjustments. As downsides for their potent tricks, they suffer a -2 penalty to Will-saves against compulsions and require twice as much food, suffering the fatigued condition when not eating at least once in 4 hours. Shape changer may be replaced with 1/day psionic powers or psychic spells. The racial archetype is an interesting fighter-tweak that replaces armor training for an immediate action miss chance that scales with the levels. Pretty cool for a small tweak. The racial feats range from basic bonuses to 1/day crit/precision damage negation to a high-level –feat that nets a lot of immunities – but the previous, less amazing feats make up for the massive benefits that one provides. There is also a spell to lock targets in a specific form and there would be two race traits.

It should be noted that all of the races herein come with favored class options AND an age, height and weight table as well as some flavor to contextualize the respective races, so bear that in mind – I’m not going to repeat myself in every entry.

Manu have seen a meteoric rise from basically savages to one of the most advanced races in the system. Black-skinned, with chiseled features, they gain +2 Int and Wis (lopsided), have normal speed, darkvision, detect magic as a constant SP, +1 untyped bonus to Disable Device and Knowledge (engineering) as well as +1 to Knowledge (arcane) and Craft (mechanical) and treat the latter two skills as class skills. They gain a further +1 to Craft checks made to create magic items. 1/day, they may treat their level as 4 higher for the purpose of a level-based class feature. This does not grant early access and an ability thus boosted only lasts for one round. While this could be slightly more precise, it is surprisingly concise and well-presented, considering its open nature. The alternate racial traits include a psionic variant of the skill-boosts and magic sense and master tinkering may be replaced with +1 to atk, +2 damage versus goblinoids.The racial archetype would be the technician investigator, who is better at using and identifying magic items, resists them easier and later manages to craft them quicker. Basically, a crafter engine-tweak. The racial feats let you hold your breath longer, haggle better, etc. There is an anti-magic suit that nets SR +2 (or grants you SR 7), a stabilizing jacket when gravity is lots( doesn’t help vs. spells) and a spell to suppress magic items. The traits help you better assist allies in crafting items or improve your vessel crafting skills.

The Pasimachi are crafting beetle-people – they are monstrous humanoids with the insectoid subtype. They have slow and steady as a speed, darkvision 60 ft., a climb speed of 20 ft., additionally a constant spider climb effect (but can’t cling to smooth surfaces), +2 natural armor (split over two traits) and a primary slam attack as well as stability. Attribute modification-wise, they gain +4 Str, -2 Dex and Int. This race is pretty lopsided and arguably stronger than the previous 2. Clumsy, personal flight and several options for a natural attacks beyond the slam attack make this race distinct and interesting, but stronger than the others presented so far. That being said, the archetype presented is pretty cool: Bombardier beetle rider cavalier? Yes, please! Better wings and pheromone messaging make for interesting racial feats. A healing clockwork beetle and spells that enhance defenses (highlight: Prismatic shell, which lasts for 7 rounds and switches defenses each round) complement the entry. The trait that enhances AC by +1 verss bludgeoning and slashing weapons is interesting, but a bit micro-manage-y.

Transgenics are the result of the coupling of a human and an alien. They gain +2 Str and Int, -2 Con, are humanoids with the transgenic subtype, darkvision, normal speed, +2 to Acrobatics and Survival and they can survive in the void for longer. They also have 150 ft. range individual telepathy, usable for 1 round per character level.v There are a ton of racial variants for them – 10 subraces, all of which come with their own alternate racial skills and ability score modifiers – no complaints regarding their balancing. The racial feats include personal flight (unlocked at 4th level) and this feat#s dressing is modified for the subraces – kudos! The Xenofilos magus can tap into the arcane pool to enhance telepathy, using limited telekinesis and combine that with spellstrike. They also learn some custom spells. All in all, an interesting archetype!

Now, beyond these new races, we take a look at the core races and their role within the context of Starjammer: Each race gets some crunch and fluff – archetypes and flavor. Dwarves get a construct-specialist cleric; elves get a rocket-pack specialist investigator. Gnomes get the close-quarters combat scuttle swashbuckler, an anti-construct specialist. The gnome technomancer summoner is pretty potent – with a mechanical eidolon that gets some modifications and a custom summon-list. As a whole, I’d be weary of this one – it’s pretty potent. Half-elves can become hullbreaker brawlers, anti-tech sunder specialists. Half-orc space marines are brawlers trained to deal with strange worlds, unusual gravity, etc. – really cool! Halfling privateer slayers can study vessels, gaining the benefits of studied target versus captain/pilot and may execute breaching ramming maneuvers with vessels. Human explorers are all about knowledge and all classes may take it – the archetype replaces skilled and 1st level’s bonus feat. Finally, there would be the razer – a gnoll barbarian, who gets progressively better at smashing through walls and obstacles – both with attacks and charges.

Okay, this concludes the racial section; from here, we move to the non-race-specific class options. The heliacal healer cleric is locked into the Healing domain. Cool: Creatures healed multiple times may be designated as crew – this title connects with the other abilities – pretty cool. Shock trooper fighters also have a bit of a Warhammer 40K-feeling: Chanting litanies while boarding? Hardsuit training? Yeah, I like that! The Void tracker ranger can, bingo, track in space. Speaking of rangers: We get a Siege combat style for them. Oracles can elect to choose the infinity mystery, which allows the oracle to lock down dimensional travel, temporarily remove targets from time – pretty damn cool mystery here! There is a utility wild talent to create air and a rogue talent to use siege weapons with sneak attack. All in all, a flavorful bunch of options – surprisingly so, if I may say so. While I wasn’t totally blown away by the material, there is a distinct lack of filler or broken material, so yeah, kudos!

To my surprise and delight, this is where the book introduces factions. Not one or two, but 5 of them – all with their own proper write-ups: You know, entry-fees, extracurricular activities, education granted – pretty damn cool, they also provide a context for learning, magic, etc. – big plus here. And yes, we get, for example, codes of conduct, rules for the drug-spice salmagundi (stats provided; cue insert “THE SPICE MUST FLOW!!”)…really neat chapter. Speaking of really neat: The book also covers a new skill uses and modifications: Craft (vessel) is provided and Knowledge (geography) is modified. Profession (pilot) treats the vessel as a flying creature, just fyi. The pdf also contains 18 feats – and there is a big plus here: From Null Gravity Combat and its follow-up feats to those that help piloting, the feats do the right thing: they focus on the peculiarities of the system instead of providing numerical escalations. Big plus.

Anyways, the equipment section discussed currency – and while it explains, in detail, the use of comets (common markers for economic transactions), these are correlated to traditional coinage – i.e. you won’t have to deal with nasty currency conversions: Prices in silver, gold and copper are retained. The setting comes with its own WGL-table (helpful!) and sports new items: magnetic shields (lacking italicization in one instance), an extremely long-range emergency beacon, a torc that slows the movement of the wearer…really cool. Similarly, there are quite a few costly custom tech suits…and hardsuits. Think of these as basically power armor. And yes, in another callback to Warhammer 40K, we do get a space marine suit. Apart from some cosmetic hiccups, a cool section.

The spell-section follows a similar design-paradigm, focusing on the demands of the setting, as opposed to being redundant – air creation, an antimatter ray (with a powerful untyped damage balanced by spell level and affected target), creating slipstream or a holy nova, mending vessels…some spells use plasma, using the proper fire/electricity duality – in short, as a whole, a welcome array of spells.

From here on out, we take a look at encounters – and hazards: Dust clouds, comets, anti-magic fields, solar flares – there is a ton of these, including handy tables that include checks to avoid, collision damage, etc. There are rules for planetary rings, ribbon storms of highly virulent fungal filament…this section really drew me in, and, beyond what I’ve seen so far, helps to make the system presented feel more unique. We also get guidelines for planetary classification by size and type: Rules for acid world, cold iron worlds that are anathema to fey and demons, planets permeated with fear, mithral worlds – and yes, the classics, from desert to swamp to the elements are all covered as well. Once again, a really handy chapter. We also get 3 completely detailed sample worlds, with adventure hooks, stats, notes on adventuring and sketch-like gazetteers. Next up is a chapter on the gods of the setting: Mechanically, we usually get 5 domains and subdomains per deity, with sacred animal7color etc. noted. Similarly, inquisitions are provided – some deities, like Israfel, do go a bit beyond that with e.g. 6 subdomains. Instead of retreading old content, the pdf notes deities suitable for the setting with a handy table.

Now, let’s take a look at traveling the Void, shall we? First, we should talk about crew roles: These are flexible, with command(optional) captain, chief engineer, first mate, helmsman, medic and tactical officer as basic roles. Recommended skills/feats are provided – and yes, NPCs can take up these roles. Automata may be purchased to cover these rules, we get notes on mutiny and 4 specialized crew roles. Instead of trying to jam Pathfinder’s sizes onto vessels, they are categorized in 5 classes, with length, squares, ram damage and costs per square allowing for pretty solid customization. Vessels are really big – as such, they track their damage in VP (vessel points) – each is the equivalent of 10 hit points. This retains the importance of big weaponry, while still allowing potent PCs to damage the vessel, if in a greatly reduced capacity. Vessels reduced to 0 VP are crippled and start breaking apart after 10 rounds, with additional damage reducing the count-down – nice solution to allow for last second saves etc. We get full stats for a ton of vessels – from drones to destroyers, this section is massive and groups the vessels by size. Personal Transportation Devices.

Speed rating ranges from 1 to 30 and is divided in 3 categories: tactical speed for starfights, interplanetary for travel within a solar system, interstellar for the journeys between solar systems. Vessels move 1 mile cubes in tactical combat equal to their Speed rating. A vessel can increases its current Speed by the Acceleration rating each round. A handy table collates tactical and interplanetary speeds, with notes for travel times etc. And yep, including interstellar speeds. Big comfort-plus here. Vessel engines, with repair DCs, costs etc. are all provided as well – Spellforge turbines require Spellcraft, as do Essence Drones – the other engines use Craft (mechanical) for repairs. Really cool: You may coax out more of an engine, but at the expense of the engine, which is damaged by overclocking it thus. The engines all note their maximum speed factor,a cceleration, propulsion, control devices (including stats for AC, hp, hardness, etc.) and the Driving check in question. If the “-jammer”-aspect has been lost on you so far – the weapon-section will change that: Various ballistae, including rules for pod-mounting can be found alongside spell projectors, all next to beam cannons, weapons that can fire alchemical payloads, rail cannons…the blend of the fantastic and weird is nice here. And yes, we get custom ammo as well. Weapons etc. obviously cost space – as such, we get a simple and easy to grasp Point Buy value for weapons, crew space, defensive components, etc. – the system is elegant and easy to grasp. Want a cloaking device or a heat shield? Both may well save your behind, but their point cost and weight must be considered…and yes, life support is similarly codified, as are communications, tactical components…This whole vessel section is very easily scavenged for other purposes as well – the proximity of the rules employed to classic PFRPG-vehicle rules helps there as well. Amazing: This is NOT where we stop: We also get vessel templates for e.g. blessed vessels…and if you don’t want to handcraft a vessel, starting packages help there, as does the massive Point Buy Chart array for vessels. This chapter is really, really, really good.

Part II of my review can be found here!


Not spelljammer.

4/5

This is a well written and deep sourcebook for interplanetary adventures. It, however, is not spelljammer like I hoped for on purchase.


Half-way Review.

5/5

The Book is Divided in 10 parts:
- Introduction
- Races
- classes
- Skills and Feats
- Equipment
- Magic
- Hazards
- Travelling
- Fighting
- Beast

The introduction gives you a brief overview of what is Starjammer, how it will tie in with Starfinder and how to use it.

From the get-go they set the ground, it's not Spelljammer as we know it, but it can be if we so wish. They offer flexibility between Magic and Technology that you can plan anywhere between High Magic-Low tech setting to Low Magic-High Tech Setting with everything in between.

This book makes a great addition to a Iron Gods/Numeria Campain or to Legendary Games' Legendary Planets or Metal Gods Material.

The races presents 4 new races (a sentient ooze, a humanoid, a insect race and a half-human race) each with a nice background, alternate racial traits, race traits, favorite classes options, racial equipment for some, a racial achetype, Racial feat, racial spells and Age & Height/weight tables. Everything is included and all 4 looks well balanced to fit most games and are all quite thematic and alian at the same time.

Then we are provided with an Archetype for every core race (and the gnoll). as well as some information in how they fit in the system.

The Classes sections presents a 3 new archetypes (cleric heliacal healer, Fighter shock trooper and ranger void tracker), new class features (oracle mystery, kinetic wild talent, rogue talent and siege combat style for ranger), and 5 new Factions.

This is a nice little chapter, that doesn't go overboard with new space class, but rather take what is already there and give it some flavor making it easier to integrate groundling character into a space setting.

The Skills and Feat section presents new way to use craft (2), disable device, heal, Knowledge(2), linguistics and profession(2). Going into more detail for Craft (Vessels), Knowledge (Geography) and Profession (Pilot). Personally I would have liked a bit more fleshing out of the other 6 skills too (but the brief description in the table helps).

Then you have 18 new feats (5 of which are combat including 1 teamwork and 2 that must be chosen at 1st level), that covers a good gamut of feature you might need for space combat, space travel or just space survival in general. At first glace, none of them seems overpowered.

The equipment section covers weapons, Wealth by level, common space equipment, hardsuit technology and hardsuits. It's a small chapter that gives you a few example of which, but you could easily make a supplement just on this topic.

The Magic Section presents 22 new spells to be used in space usable by some or all of the spellcasting/psychic classes. They cover all 3 roles (utilitarian, defensive and offensives) and range from 1st to 9th level with most option being 3rd to 9th level with maybe half the spells being 5th and upward. Overall, a nice selection and at first glance they seem fitting for the level presented.

The Hazards section is devided in 3 parts. The first one describes actuall hazards such as dust cloud, meteor and comet. Good table, good description and a good diversity of hazards.

The second section describes planets in terms of shape, size and type. Combining those 3 into a single descriptor for the planet will allow you to have hundreds of unique planet. It then provide us with 3 ready made planet with a description, history/background, adventuring, gazetter and adventure hook sections. It's a good way to introduce us to this system and help us get started on building our own star systems (and here we have a potential for another supplement in the future).

The 3rd section presents some of the gods of the void, 3 in details (with priest, temple and a new spell each) and a table with 7 more in the same format as rthe table at the end of Gods of the Inner Sea. I would have loved to have all 10 of them fully detailled, but I understand the need to strike a balance and offering the DM the change to customize the Gods to their own setting.

The Travelling section covers 2 elements: Crew and Ship.

The Crew part covers the Officers and the specialized crew (Engineer, medic, etc.). They provided a good description for everyone, suggest feat and skill as well as providing tip on how those skills can be relevant the the bonus provided by having that particular crew menber. And we have rules for mutiny...just in case the captain screws up. I really like this section, its clear and concise.

The second part covers Ship. It provides a serie of hull size and hull material, some sample ship for each size each which a varied number of custom point (a couple exemple of customized ship), a speed table and Component options: Engine, weapon, defensive, luxury, component, templates and preset customized pacakges. There is also a table that summarize all of those options. It,s a big section that will need to go over a few time to really take in everything, but I love the mix of Magical option VS Tech option in most section allowingfor a ship that is pure technology as well as one that is a magical marvel. It's a great section and it offers us the flexibility to make the ship we want, which I love.

The Fighting section covers ship to ship battle. It provides rules for 3D combat and make use of the ship to ship rules from the free Skull & Shackles player's Guide. We has a wealth of tactic/order, Combat Manoeuver and Dogfighting tactics that acts a bit like feat as well as boarding rules. It's a good section that although not 100% accurate, should provide a good dynamic combat.

The last section is Beast, a bestiary of creature that can be added as well as suggestion of preexisting creatures from Paizo's Bestiary books. At first glance they look good and We do have a nice assortment of Zurkhans, a race of "villains", mentionned at the start of the book that will surely be more detailed as time progress.

That's it in a nutshell, it's fun to read, I haven't encounter any major glitches (except a missing Alternate Racial Feat and a few pages XX which has already been brought to their attention). The races, spells and feat and creatures seems well balances and should fit in most campaign easily.

Just for that I would recommend this book to anyone who wish to add a Space/Spelljammer element to ther game but who doesn't wish to buy Starfinder (like me) as this book provide a good wealth of information to achieve that goal.


Aliens, Spaceships, and a Blend of Magic and Tech

4/5

Heavily influenced by the old AD&D Spelljammer campaign setting, Starjammer provides a ton of great new options to take your Pathfinder game into space, or even just providing new and exotic character options in a more "grounded" campaign.

The Bad
Let's just get this part out of the way first. As other reviews have noted, there are a few minor editing errors. These are not a huge problem with a book originally released as a PDF, but it is worth noting that you will likely need to update your copy with a revised version in the near future. Additionally, I found that the book would have been better served with another few pages on personal equipment.

The Good
As previously stated, there are a ton of new character options that can be used for a spacefaring campaign and that many of those options can apply to a campaign not set travelling the stars. This is the book's greatest strength. The material fits seamlessly into any existing Pathfinder rules. The next best thing is the very interesting fusion of technology and magic. Cloaking devices, for example, are built from magical purple crystals set in electronics. This creative theme is what truly separates Starjammer apart from the galleons sailing the phlogiston of Spelljammer. It is a more modern, but still very strongly fantasy theme.

Overall Starjammer is just shy of perfect. The flexibility and new options it provides allow for a variety of campaign types and the imagery of the tech/magic fusion prompts creativity.


Better than Spelljammer from 2nd Edition

4/5

Bringing Pathfinder to space with a mixed bag of magic and science this product proudly brings space travel to the Pathfinder universe. While not touching on the Pathfinder core world it does touch on the core concepts with new classes, 4 new races, new archtypes for existing classes (including some from Occult Adventures). It also brings in a few new monsters and for you high level gamers there are immense new dragons and other creatures who can thrive in the cold of outer space. The book's only failings are that it tries to cover a lot and is only able to skim the surface. The book needs an expansion set to cover ship design and increase the number of space traveling engines and ship types as well as improve on the ship design sequence. It does an adequate job of covering most of what was good about 2nd edition Spelljammer; including some of my favorites like a lifejammer that provides propulsion with Con points and a Spelljammer engine that provides propulsion with spell levels, without totally draining the caster. There are some provision for Dreamscarred Press Psionics, but you would have to create your own Psi Engines. It provides a bare bones rule system for space combat using the existing Pathfinder Ship combat from Skull and Shackles. Ship combat uses Vehicle Points (VP) where 10 hit points equals 1 VP and ships have hardness; usually wood or metal, making ships hard to damage by characters without ramming or using the included siege engines. I don't see any rules for cannon though. I highly recommend the book. Makes me even more curious what Paizo plans on doing with their version of Pathfinder in space.


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The Exchange

Woot!!! Finally available!!!

Liberty's Edge

Pathfinder Starfinder Adventure Path Subscriber

How much of this is OGL and will be on the PFSRD?

The Exchange

There are some proper names/nouns which are Product Identity but the Product Identity statement is identical to the standard Paizo declaration. It will be posted to d20pfsrd.com but, like any other 3pp product, it is lower priority than Paizo products and I'm currently 3 books behind on Paizo books.

The Exchange

1 person marked this as a favorite.

Also, the first supplement for Starjammer should release this weekend, Medical Marvels by Michael Riter which adds new tech, old tech, pharmaceuticals, cybernetics and more! Everyone who posts a review of Starjammer here on Paizo will get a discount code to get Medical Marvels 100% FREE. NOTE! You don't have to post a good review, any review counts!

The Exchange

Thanks for the review Joseph! Email john@opengamingstore.com to get your discount code! Note that the product isn't available yet but the code won't expire so you should be good to go! Also, the minor editing issues will be fully addressed before the Pod version is ready since we don't want to have to redo it after its in print.


1 person marked this as a favorite.

I got my copy from RPGNow, and I am IMPRESSED. I've been waiting a long time to be able to play "Spelljammer" again, and have (not very successfully) tried to port it to 3.5/Pathfinder. Now I have a product written, and all I need to do is build the campaign!

Liberty's Edge

Pathfinder Starfinder Adventure Path Subscriber

Well I went ahead and bought the book. First impression: the art seems to be low resolution. Is this intentional or is something wrong with Adobe?

The Exchange

1 person marked this as a favorite.

The art may have suffered somewhat from compression. I asked that the filesize be kept as small as possible but that may have inadvertently meant that some of the art doesn't look as good as it otherwise might have. We'll be adding a higher-resolution option and POD option shortly and previous purchasers will be able to add the higher res PDF at no extra charge.

Liberty's Edge

Pathfinder Starfinder Adventure Path Subscriber
d20pfsrd.com wrote:
The art may have suffered somewhat from compression. I asked that the filesize be kept as small as possible but that may have inadvertently meant that some of the art doesn't look as good as it otherwise might have. We'll be adding a higher-resolution option and POD option shortly and previous purchasers will be able to add the higher res PDF at no extra charge.

Thanks for the prompt reply. It would seem that the majority of the major art (cover, borders, etc) was mainly affected by the compression. It will be good to get the higher-res PDF eventually.

Liberty's Edge

Pathfinder Starfinder Adventure Path Subscriber

Also, can't wait for people to put together a ship creation spreadsheet.


I'm currently reading another product, but I quickly when through the PDF andI can easily see myself use this product with a High magic/Low tech Feel and do a Spelljammer-like campaign in Golarionspace in Pathfinder Current Era.

Starting form Numeria of maybe even Geb and make our way into space and explore the various planets of the system would definitely be a fun campaign and have this Spelljammer nostalgia.


Hey there Starjammer fans! Working on making a few of those corrections today that people have been pointing out. Big thanks to Sam Hearn who has been instrumental in finding lots of little bugs in the works.

Even bigger thanks to all of you, and the entire Starjammer team. This journey has been a lot of fun. Looks to get even more interesting if I can get these corrections done and get Starjammer: Medical Marvels out this week! Woot!


Pathfinder Adventure Path, Lost Omens, Maps, Starfinder Adventure Path Subscriber

So is this setting neutral or specific to any other setting out there?


Dhampir984 wrote:
So is this setting neutral or specific to any other setting out there?

Currently it's system neutral. You can pretty much adapted it to anywhere you want.


1 person marked this as a favorite.

Currently system-neutral, as Andre mentioned, so it is more of a toolbox for *everyone* to use and enjoy - but there's definite intent to create a more specific setting through supplements...

Grand Lodge

1 person marked this as a favorite.

SQUEEEEEEEEEEEEEEE!!!!!!!!!!!

My Rock of Bral campaign just got much easier!

SM

The Exchange

1 person marked this as a favorite.

The updated version of the PDF with the minor typos has been uploaded here, at the Open Gaming Store, and at RPGNow. Previous purchasers should receive an update notification as soon as it is approved (here) and those notifications should already have gone out for purchasers at the other stores.


d20pfsrd.com wrote:
Also, the first supplement for Starjammer should release this weekend, Medical Marvels by Michael Riter which adds new tech, old tech, pharmaceuticals, cybernetics and more! Everyone who posts a review of Starjammer here on Paizo will get a discount code to get Medical Marvels 100% FREE. NOTE! You don't have to post a good review, any review counts!

Hmm. I don't seem to see a way to post a review, perhaps because I bought it from d20pfsrd.com instead of Paizo?


2 people marked this as a favorite.
David Empey wrote:
Hmm. I don't seem to see a way to post a review, perhaps because I bought it from d20pfsrd.com instead of Paizo?

You can post a review even if you nought the product elsewhere.

Under the product review tab, look down for the Average product rating with the star rating.

Just below that, above the title of the first review, there a sentence "Write a review of [product name]!". Notice how the first half of the sentence is hyperlinked. Click on it and the review menu will open.


Andre Roy wrote:
David Empey wrote:
Hmm. I don't seem to see a way to post a review, perhaps because I bought it from d20pfsrd.com instead of Paizo?

You can post a review even if you nought the product elsewhere.

Under the product review tab, look down for the Average product rating with the star rating.

Just below that, above the title of the first review, there a sentence "Write a review of [product name]!". Notice how the first half of the sentence is hyperlinked. Click on it and the review menu will open.

D'oh! Thanks, Andre.


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David Empey wrote:
D'oh! Thanks, Andre.

Not problem.

Too be honest it took me about 5 minutes (despite having wrote a review a while back) to remember how to do it.


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Andre Roy wrote:
David Empey wrote:
D'oh! Thanks, Andre.

Not problem.

Too be honest it took me about 5 minutes (despite having wrote a review a while back) to remember how to do it.

...and now my review, such as it was, seems to have vanished. Grr.


How attached is this book to the technology guide's mechanics?


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As a toolbox-book, Starjammer was written to mesh with the Technology Guide, while not requiring it for play. If you want high-tech, use the Technology Guide. If you want high-magic, the Technology Guide isn't necessary.

Lantern Lodge

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This looks interesting :-)

Any plans to release a Print/PDF bundle for purchase here on the Paizo store?


BTW is Medical Marvel by Michael Riter out yet? It does sound like a cool product to have.


Darkwhite - I think so, but I have no insider knowledge on that.

Andre - not yet, but soon.


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Michael Monn wrote:
Also, can't wait for people to put together a ship creation spreadsheet.

We're currently working on that, and another supplement.


Doc_Outlands wrote:

Andre - not yet, but soon.

And it's out! And now to wait for payday to be able ot buy it :)

The Exchange

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Medical Marvels by Michael Ritter was uploaded to Paizo tonight. It may take a day or two to get approved here but it is also available now at other online retailers.


Doc_Outlands wrote:

As a toolbox-book, Starjammer was written to mesh with the Technology Guide, while not requiring it for play. If you want high-tech, use the Technology Guide. If you want high-magic, the Technology Guide isn't necessary.

Damn, was hoping it had it's own technology rules.

Liberty's Edge

Pathfinder Starfinder Adventure Path Subscriber
Bodhizen wrote:
Michael Monn wrote:
Also, can't wait for people to put together a ship creation spreadsheet.
We're currently working on that, and another supplement.

Really? Is the spreadsheet going to be free and where would it be at?


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Michael Monn wrote:
Bodhizen wrote:
Michael Monn wrote:
Also, can't wait for people to put together a ship creation spreadsheet.
We're currently working on that, and another supplement.
Really? Is the spreadsheet going to be free and where would it be at?

I would imagine that it'll be hosted in all the usual places. It will be free, for sure!


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So I've Started reading the PDF and completed the Race section.

So far I've noticed 1 omission/error

Quote:
Whiplash Pasimachi: Having longer and more sensitive antennae than other pasimachi clans, these warriors have developed their control over their own antennae to the point that they can use them in combat. These pasimachi have the lasher racial trait.

Unfortunately, that racial trait is not listed.

But other than that every thing looks good and I really love it. I'll start reading the class section on next day off (Sunday) and provide other feedback as I think of it or notice things.


Andre Roy wrote:

So I've Started reading the PDF and completed the Race section.

So far I've noticed 1 omission/error

Quote:
Whiplash Pasimachi: Having longer and more sensitive antennae than other pasimachi clans, these warriors have developed their control over their own antennae to the point that they can use them in combat. These pasimachi have the lasher racial trait.

Unfortunately, that racial trait is not listed.

But other than that every thing looks good and I really love it. I'll start reading the class section on next day off (Sunday) and provide other feedback as I think of it or notice things.

It was present in the draft. I'm sure it'll get re-added. Thanks for catching that! Be sure to leave a review when you're ready!

Best wishes!


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I have a question about the Automated targeting system. the description on pg. 172 states a single weapon receives +3 to both attack and damage while the chart on pg. 183 states they give +1 BAB that stacks each time its taken. were these suppose to be 2 different things or was one of them wrong?


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Silver Sics wrote:
I have a question about the Automated targeting system. the description on pg. 172 states a single weapon receives +3 to both attack and damage while the chart on pg. 183 states they give +1 BAB that stacks each time its taken. were these suppose to be 2 different things or was one of them wrong?

The single weapon receives +3 to attack and damage. The chart will be corrected. Thanks for spotting that error!


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Hey everyone! Troy with d20prsrd.com Publishing here. Several things...

1 - THANK YOU for being here.. and calling us out when you find mistakes! The ONLY way we are going to make this book better is with your support.

2 - I am working on an update that will go out today that will hopefully fix issues that you have mentioned here as well as a few other tweaks that need to be done.

Expect to hear something by the end of the day or first thing tomorrow at the latest. Again thank you ever so much for the amazing journey that is Starjammer. I'm looking forward to continuing bringing you content that will amaze and delight.

Take care!

Troy
d20pfsrd.com Publishing
Project Manager


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Andre Roy wrote:

So I've Started reading the PDF and completed the Race section.

So far I've noticed 1 omission/error

Quote:
Whiplash Pasimachi: Having longer and more sensitive antennae than other pasimachi clans, these warriors have developed their control over their own antennae to the point that they can use them in combat. These pasimachi have the lasher racial trait.

Unfortunately, that racial trait is not listed.

But other than that every thing looks good and I really love it. I'll start reading the class section on next day off (Sunday) and provide other feedback as I think of it or notice things.

You are a rockstar my friend. Lasher has been added to the new edit, and you should see it shortly. However if you really need it today...

Lasher (3 RP): Having longer and more finely-controlled antennae than most pasimachi, those that possess this trait are capable of making attacks with them. Pasimachi have long antennae that they can use to make attacks of opportunity with a reach of 5 feet. Their antennae are capable of making a single secondary natural attack, allowing you to attack with them at a -5 penalty along with your other attacks. This attack deals 1d8 points of damage plus the user’s Strength modifier. This trait replaces improved natural armor and natural armor.

Thanks!


Silver Sics wrote:
I have a question about the Automated targeting system. the description on pg. 172 states a single weapon receives +3 to both attack and damage while the chart on pg. 183 states they give +1 BAB that stacks each time its taken. were these suppose to be 2 different things or was one of them wrong?

Corrected.. Thank you!


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Troy, I have to teach you the power of the multiquote. ;)


I love the Mutiny rules (but the "[...] sidebar on p. XX" might need fixing). :)

I also see that someone else saw "The Last Starfighter" back in the 80s.

I've posted a partial review, that covers every section I've read so far. To this point I am not regreting my purchase, it's a beautiful product.


A couple more pesky p. XX on page 190 under Breaches and Decompression.

line 3 "[...]vessel without an air generator (p. XX)lose [...]"

And under Repairing a Breach

line 4 "However, Mend Vessel (see page XX) is [...]"

Page 195 in the last line of the Monsters in Space box.

And My review is fully updated


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Alright. I have several different questions and corrections, most of them about about ships.

Formatting:
Pg. 141 - "Heavy Spacefaring vessel" looks like it was formatted like description text from the previous ship
Pg. 143 - "Superheavy Spacefaring Vessel" Same issue as above.

Missing(?)/Contradicting info:
Pg. 155 - "... using it is within a solar system it has a Speed , and when traveling between the stars it has a Speed 15." The speed within the solar system appears to be missing, and the speed between stars contradicts the description text directly below it which says it's 21. It also says Maximum Speed twice in the description text.
Pg. 160 - "Death Blossom" The point buy of this entry (3) is not the same as the table starting on Pg. 182 (6)
Pg. 167 - "Gravity Generator" The point buy of this entry (4) is not the same as the table on Pg. 182 (6)
Pg. 171 - "Personal Teleporter" The point buy of these entries (2,3,4) is not the same as the table on Pg. 182 (1,2,3)
Pg. 172 - "Automated Piloting System" The point buy of these entries (2) is not the same as the table on Pg. 182 (1)
Pg. 161 - "Force Spear" The point buy of these entries (1) is not the same as the table on Pg. 182 (2)
Pg. 162 - "Spell projector" The point buy of these entries (5) is not the same as the table on Pg. 182 (4)

Questions/Clarification:
Pg. 159 - "Ballista, Storm" This weapon feels like it might not be priced correctly. Other than the additional check (UMD 22), this weapon feels in all ways superior to the lesser and greater ballista. This is even reflected in the price of storm compared to the greater. Is the point buy intentionally the same since it is harder to shoot and can't fire special ammunition, or should it have been 3? Also, "These weapons fire enchanted spears from a pod-mounted ballista." Does that mean that it has to be pod mounted, or is that just a case of mixing up fluff and crunch?
159 - "Pod Mounting" This question is two-fold. How do you aim a seige weapon normally, and what does Pod Mounting actually do mechanically? I know that in normal circumstances(Not in Space!), a siege weapon is aimed, loaded, and fired at the weapon location. Are the controls for a siege weapon in Starjammer inside the ship? do they need to be in the same location as weapon? I know that Pod mounting specifically answers the control question by stating it's in the pod. What pod mounting doesn't seem to do is specifically answer what pod mounting actually does. An example question would be, "Does pod mounting reduce a Lesser Ballista Aim to 0, as long as it is within a 45°-90° angle of it's mount point on the ship?"
Pg. 182-183 - "Vessel Modifications Kite, Raider, Skiff" I notice that the kite and raider both mention that a ship has to have the space to accommodate them, and that the skiff says that it can mount outside or be shoved into cargo. Is there a reason why the kite/raider can't be shoved into cargo? What is the incentive to get a kite/raider as a point buy rather than buying them separately, since the point buy is one more than each ship actually gets? Can I actually buy a kite/raider separately and still dock them in a ship? what ship hulls can "accommodate them?"
Pg. 135 - "Available Point Buy" I understand that the available point buy is part of buying the ship, but what if I want to put more stuff on it with cold hard cash? Can I do that, or is the point buy for each vessel hull a hard cap of sorts?
Pg. 178 - "Advanced Starfighter Template" Speaking of point buys, how can you apply this template to a corvette or destroyer when it costs more points than either vessel hull has available?

Vessel Hulls in General
Okay, so this has to do with base vessel hulls starting on Pg. 135 and ending on Pg. 144
Cargo/Passengers: How much space does the cargo and passengers take up? Can I assume that it is the same as the "additional cargo space" and "additional crew space"? Is the cargo/passenger space calculated into the base hull's squares? An example would be the Destroyer. If it has 30 tons/30 passengers, does that mean 120 of it's 160 squares are dedicated to cargo/passengers?
HP: How is the HP determined on any of the base vessel hulls? Why does a 2 square raider have 640 HP and a 20 square skiff have 320 HP even though they are made of the same level of material? What is the chart about vessel points by material on Pg. 133 even for?
Vessel Hit Points by Material: Can I build a ship from scratch rather than use a base hull?

I have several other questions, but I am le tired. I'll post some more stuff later!


Keep up the good work good editor! Looking forward to seeing the rest of these! If you want to send me the issues directly shoot them over to Armytroy@gmail.com! THANK YOU!


Andre Roy wrote:

I love the Mutiny rules (but the "[...] sidebar on p. XX" might need fixing). :)

I also see that someone else saw "The Last Starfighter" back in the 80s.

I've posted a partial review, that covers every section I've read so far. To this point I am not regreting my purchase, it's a beautiful product.

Went through all of the sidebars and fixed the five or so xx's I found. Can't search them in the PDF so they were hard to find. Thanks!


Andre Roy wrote:

A couple more pesky p. XX on page 190 under Breaches and Decompression.

line 3 "[...]vessel without an air generator (p. XX)lose [...]"

And under Repairing a Breach

line 4 "However, Mend Vessel (see page XX) is [...]"

Page 195 in the last line of the Monsters in Space box.

And My review is fully updated

Found those as well and corrected.. Thanks! - Troy

The Exchange

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On a related subject to the sidebars, it turns out that the way those were created caused screenreaders to fail to read them, a sight-impaired purchaser was kind enough to alert us to. We're recreating the sidebars to address this (which Troy is handling now).


ruvain wrote:


Missing(?)/Contradicting info:
Pg. 155 - "... using it is within a solar system it has a Speed , and when traveling between the stars it has a Speed 15." The speed within the solar system appears to be missing, and the speed between stars contradicts the description text directly below it which says it's 21. It also says Maximum Speed twice in the description text.
Pg. 160 - "Death Blossom" The point buy of this entry (3) is not the same as the table starting on Pg. 182 (6)
Pg. 167 - "Gravity Generator" The point buy of this entry (4) is not the same as the table on Pg. 182 (6)
Pg. 171 - "Personal Teleporter" The point buy of these entries (2,3,4) is not the same as the table on Pg. 182 (1,2,3)
Pg. 172 - "Automated Piloting System" The point buy of these entries (2) is not the same as the table on Pg. 182 (1)
Pg. 161 - "Force Spear" The point buy of these entries (1) is not the same as the table on Pg. 182 (2)
Pg. 162 - "Spell projector" The point buy of these entries (5) is not the same as the table on Pg. 182 (4)

I've sent the proper information to Troy. Thanks for spotting these!

ruvain wrote:

Questions/Clarification:

Pg. 159 - "Ballista, Storm" This weapon feels like it might not be priced correctly. Other than the additional check (UMD 22), this weapon feels in all ways superior to the lesser and greater ballista. This is even reflected in the price of storm compared to the greater. Is the point buy intentionally the same since it is harder to shoot and can't fire special ammunition, or should it have been 3?

The point buy is the same due to the pricing of individual weapons in the point buy system (which accommodates for a range), and due to the fact that it's harder to shoot and cannot fire special ammunition. The point buy value is correct.

ruvain wrote:
Also, "These weapons fire enchanted spears from a pod-mounted ballista." Does that mean that it has to be pod mounted, or is that just a case of mixing up fluff and crunch?

That is a mixing up of mechanical text and enrichment text. To get a full range of motion for targeting purposes, you'd want it to be pod-mounted, but that isn't a requirement. You should see an update to the enrichment text.

ruvain wrote:
159 - "Pod Mounting" This question is two-fold. How do you aim a seige weapon normally, and what does Pod Mounting actually do mechanically?

Mechanically, pod-mounting reduces the number of full-round actions to aim a siege engine to zero, and provides the opportunity for the siege engine to fire in any direction within its range of motion. Normally, a siege engine fires in a single direction unless you take an aim action to move it to follow your target. Practically speaking in Starjammer, your targets aren't castle walls; they're moving. Needing to aim your siege engines means that you're not really going to be doing much other than firing broadside attacks unless you've got pod-mounting.

ruvain wrote:
I know that in normal circumstances (Not in Space!), a siege weapon is aimed, loaded, and fired at the weapon location. Are the controls for a siege weapon in Starjammer inside the ship? do they need to be in the same location as weapon? I know that Pod mounting specifically answers the control question by stating it's in the pod.

The controls for a siege weapon are inside the vessel. They need to be in the same location as the weapon, but they can be controlled by an AI from a remote location if you have an Integrated Computer Network.

ruvain wrote:
What pod mounting doesn't seem to do is specifically answer what pod mounting actually does. An example question would be, "Does pod mounting reduce a Lesser Ballista Aim to 0, as long as it is within a 45°-90° angle of it's mount point on the ship?"

Yes, absolutely.

ruvain wrote:
Pg. 182-183 - "Vessel Modifications Kite, Raider, Skiff" I notice that the kite and raider both mention that a ship has to have the space to accommodate them, and that the skiff says that it can mount outside or be shoved into cargo. Is there a reason why the kite/raider can't be shoved into cargo?

Think of a skiff as a detachable captain's yacht. The kites and raiders are more like fighter vessels. Your skiff would have a docking mechanism, while the kites and raiders have cockpits that open up or some other entryway (like a shuttle in Star Trek opening from behind). There's no room for any kind of "airlock".

ruvain wrote:
What is the incentive to get a kite/raider as a point buy rather than buying them separately, since the point buy is one more than each ship actually gets?

The point buy is for when you want to have a kite or raider as part of a larger vessel. You could purchase them separately, but you're spending gold on each one. If you've got a large vessel that you already spent gold on, you can purchase kites or raiders with the included point buy.

ruvain wrote:
Can I actually buy a kite/raider separately and still dock them in a ship? what ship hulls can "accommodate them?"

You could, but then you're double-spending your gold, unless you'd rather outfit your large craft with more weapons or better internal systems. Any vessel that you can fit a kite or raider inside can accommodate them, but you may be giving up space for other things, like beds, or a new targeting system, or some other valuable commodity.

ruvain wrote:
Pg. 135 - "Available Point Buy" I understand that the available point buy is part of buying the ship, but what if I want to put more stuff on it with cold hard cash? Can I do that, or is the point buy for each vessel hull a hard cap of sorts?

It's a hard cap. She cannae take any more, cap'n!

ruvain wrote:
Pg. 178 - "Advanced Starfighter Template" Speaking of point buys, how can you apply this template to a corvette or destroyer when it costs more points than either vessel hull has available?

The template is incorrect. I sent the correction to Troy.

ruvain wrote:
Cargo/Passengers: How much space does the cargo and passengers take up? Can I assume that it is the same as the "additional cargo space" and "additional crew space"? Is the cargo/passenger space calculated into the base hull's squares? An example would be the Destroyer. If it has 30 tons/30 passengers, does that mean 120 of it's 160 squares are dedicated to cargo/passengers?

Cargo/Passengers is a loose approximation of what the hull can hold if you choose to pack it. If you want to use 120 of its 160 squares for cargo or passengers, you may, but you are not required to do so.

ruvain wrote:
HP: How is the HP determined on any of the base vessel hulls? Why does a 2 square raider have 640 HP and a 20 square skiff have 320 HP even though they are made of the same level of material? What is the chart about vessel points by material on Pg. 133 even for?

Those values are incorrect. I have sent the corrections to Troy.

ruvain wrote:
Vessel Hit Points by Material: Can I build a ship from scratch rather than use a base hull?

Sorry, but the system wasn't set up that way. You wouldn't have a basis for how many points (point buy) that your vessel can stock up with.

Thanks so much for your questions! I hope that I've answered yours satisfactorily.

Best wishes, and happy Starjamming!


The new PDF of Starjammer that was released today appears to have an improper search-and-replace of "ship" with "vessel"; "ownership" has been changed to "ownervessel" and "worship" has been changed to "worvessel".

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