Starfinder Core Rulebook

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Starfinder Core Rulebook

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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

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****½ (based on 25 ratings)

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Beautiful, Professional, Fun!

****( )

It’s been exactly one year since the Starfinder Core Rulebook was released. After playing the game steadily since then, the timing seems auspicious to do a full review. Having read it cover to cover, I’ll be doing my usual chapter-by-chapter breakdown, but since this is a big book (13 chapters and 524 pages) I can’t be quite as prolix as usual.

Before getting into the content, I have to draw attention to the art and design of the book—it’s simply gorgeous. Paizo is the best in the business when it comes to integrating cool, “on-theme” artwork into their books, and the design of the book is clever and user-friendly, with a running border on the “right-hand” side so you instantly know what chapter you’re in, highlighted tabs at the bottom to tell you what you what section of that chapter you’re in, colourful sidebars and symbols to replace walls of text, and more. I don’t what the art and layout budget for it was, but it must have taken the best work of some very talented people to achieve such results.

Chapter 1 (Overview) is the shortest chapter, and it gives you the sort of thing most gaming books do: an explanation of what a role-playing game is, a quick glossary, an example of play, etc. When you’ve read a couple of these introductions to RPGs, you’ve read them all, but for people who have never gamed before, I imagine they’re pretty important. The example of play was pretty entertaining, and I found myself disappointed when it was over—odd!

Chapter 2 (Character Creation) walks you step-by-step through the process of creating a player character. It’s written in a very clear, straightforward way, and I know the developers spent a lot of time testing the chapter out on people unfamiliar with tabletop RPGs. This chapter is crucial, as it details important game concepts like Stamina and Hit Points (two different “pools” representing health; I don’t really think the distinction is worthwhile), Resolve Points (a pool of points allowing you to activate special abilities or stabilize if you run out of health), and Themes, which are sort of like background character concepts (“Bounty Hunter” and “Icon” are examples); they provide some minor mechanical bonuses, but frankly they’re not really going to change what a character can do and are more for flavour. Alignment is also covered in this chapter, but Starfinder is so wishy-washy on it, and it’s implemented in so few parts of the game, that it could be safely jettisoned entirely.

Chapter 3 (Races) introduces the seven core races of the game: Androids, Humans, Kasathas (four-armed traditionalists), Lashuntas (natural psychics), Shirrens (humanoid bug-like creatures), Vesk (Klingons in disguise), and Ysoki (ratfolk). I really like how attractively the two-page spread for each race is laid out, with male and female examples, highlighted special features, and other useful sections like homeworlds, role-playing tips, and how other races might view your own. None strike me as amazingly original, but they’re all solid and well-integrated with the setting lore of the game.

Chapter 4 (Classes) sets out the seven core classes: Envoys (diplomats and leaders), Mechanics (techies), Mystics (clerics), Operatives (spies and rogues), Solarians (a sort of Jedi), Soldiers (beatsticks), and Technomancers (magic/tech crossover specialists). A nice thing is that for each class, four build examples are given to help new players figure out what direction they want to take the character—so for Envoy, for example, builds are included for an Ambassador, a Military Officer, a Negotiator, and a Scoundrel. I only have space for a quick line about my impression of each class: 1) Envoys are great characters when it comes to teamwork, but it’s weird that their list of special ability (“Improvisations”) stops at level six; 2) Mechanics are loaded with several cool features, and are a fairly complex class to play with two main options (an integrated AI or a drone companion); 3) Mystic is a good, broad interpretation of a cleric from Pathfinder, but much easier to play (the Healer Connection might be too good compared to alternatives); 4) Operatives are the best at anything if they want to be, second-best in the group if they don’t even try—in other words, overpowered with too many skill ranks and bonuses, plus a special ability (trick attack) that has them rolling to resolve something before every single time they attack—it’s annoying in play; 5) Solarian is the most original class, with some really interesting lore involving connections to super novae and black holes that are well-integrated into their gameplay mechanics; 6) Soldiers are mostly what one would expect, with “Fighting Styles” the main distinguishing feature; 7) Technomancer is a cool concept, a class with spells plus “Magic Hacks” that do interesting things to technology. There are a lot of options within each class, they’re flavourful, and (with the exception of the Operative) they seem reasonably balanced with each other. I almost forgot about Archetypes—that’s because they’re completely forgettable (the book comes with two, a Phrenic Adept and a Starfinder Forerunner, but both require a PC to give up so many of their core class features that they’re unlikely to be worth it).

Chapter 5 (Skills) has the same basic system for skills as Pathfinder, but with far fewer to choose from: only twenty. But with every class getting at least 4+Int in skill points, it’s pretty easy to stay maxed out on the most important ones in the game. Indeed, some classes (looking at you, Operatives) get so many skill points that they can be good at almost everything. Designing skill lists must be a tough task in RPGs, as there are inevitably some that are going to come up nearly every session (like Computers) and some only rarely (like Swim). Some skills are too broad (like Culture, which apparently allows one to be an expert on every planet in the universe) and others are too narrow (like Disguise, which won’t let you disguise yourself as a specific person). There’s also still a lot of number-crunching involved in selecting the appropriate DC within each skill, so this is not a fast “rules-light” system. All in all, I would say it’s okay, but not a great leap forward from D&D 3.0 or Pathfinder.

Chapter 6 (Feats) has a lot of good, original ideas, some of which take real advantage of the setting like Amplified Glitch. There’s just over 100 feats in total, which seems like a lot, but many are, of course, really only useful for certain classes or builds, so I don’t think choice paralysis is going to be a problem yet. The interior artwork continues to be excellent in this chapter.

Chapter 7 (Equipment) clearly had a lot of design work put into it, as it’s far more integral to the game than mundane equipment was in Pathfinder. Every piece of equipment has a level attached to it, representing how easy or hard it is for a character to get a hold of it (with higher level pieces of equipment being better, of course). It’s more reminiscent of a video game, but I think it works in context as an abstraction of things like licensing and black market connections, etc. I really like some of the special properties and critical hit effects that weapons have, though I wish the tables would have been divided by level instead of weapon type. There’s some problems I could go into here (such as how annoying batteries are, or how fusions and fusion seals are each good ideas standing alone, but having both doesn’t make sense), but I’ll generally just say that encumbrance has been simplified (for better or ill), there’s a lot of design space for future books, and the problem of every character having a billion magic items has been solved in a way that (to me) is satisfactory. The way equipment is purchased, upgraded, and sold has had a surprisingly large impact on Starfinder gameplay, so this chapter shouldn’t be skipped over when thinking about the game.

Chapter 8 (Tactical Rules) is probably the most important chapter of the book, as it covers combat. The Pathfinder chassis is used here, with some minor differences such as only two types of armor class (EAC and KAC) and thankfully simplified combat maneuvers. Oddly, the dying and death rules are much *more* complicated, and I wish they had stuck with the intuitive negative hp concept (it’s pretty hard to die in Starfinder!). For the most part though, things are laid out clearly and carefully; it’s obvious the writers have learned a lot from their experience with ten years of Pathfinder. There’s also a section on vehicles, a part of the book that I must confess I’ve never used in actual play. It looks okay at first glance, though the speed of vehicles means they will be very hard to integrate with “on-foot” combat. The vehicle chase rules sound interesting, but it’s a whole new subsystem to learn and that’s a lot to ask for something that probably won’t come up too often.

Chapter 9 (Starships) goes through the very cool origin of the Drift (a hyperspace-like realm allowing faster than light travel), discusses how starships are built and modified from a gameplay perspective, and then introduces the important topic of starship combat. I really *want* to like starship combat in Starfinder (I loved it in the Star Wars RPGs, for example), but after some trials I’ve just found it too slow-paced and unsatisfying. It’s really almost a separate little board game in which the PCs aboard the ship don’t have much to do besides roll one d20 each round, and if the gunner(s) miss, the rest of the round doesn’t matter. Ships have too many hit points, weapons do too little damage, and shields are too easy to restore, which means that battles are often a “plink-plink” slog. Further, there’s no way to have cool things happen like starfighters strafing ground targets or being driven off by anti-aircraft, fire, etc. Starship combat and ground combat must never mix in Starfinder, and the missed opportunity is a shame.

Chapter 10 (Magic and Spells) has a lot to like. All spellcasting is spontaneous, there’s no material components, spellcasters only have access to spells of levels 1-6, and the different types of magic (arcane, divine, psychic, etc.) have all been reduced to simply “magic.” Although I haven’t played at very high levels yet, I’m fairly certain we’ll see a lot less of the caster-martial disparity that plagued Pathfinder. In terms of the actual spells, I would say that perhaps three-quarters are familiar from Pathfinder, which is a bit too high a proportion. Some of the new ones are really fun, like “Battle Junkbot,”, “Crush Skull,” “Gravitational Singularity” (make a black hole!), and “Supercharge Weapon.”

Chapter 11 (Game Mastering) contains the standard rules and advice from Pathfinder on topics like experience points, wealth by level, challenge ratings, designing encounters, etc. The system hasn’t really changed much. The chapter contains some other sections as well, such as traps (which tend to be pretty nasty in Starfinder), environmental hazards (which, in a game with so much potential for dangerous environments, are negated 99% of the time by the environmental seals that come with *every* suit of armor), afflictions like diseases and poisons (which follow a very different set of rules and are quite deadly), and more. It’s probably worth mentioning that there aren’t stat blocks for monsters or enemies in this book, and GMs will need to pick up the Alien Archive for that purpose.

Chapter 12 (Setting) is another crucial chapter. I think it has a really solid backstory and set-up, introducing key concepts like the Gap (a period of time in which all records have been erased and memories lost), Lost Golarion (an entire planet missing!), the the Pact Worlds (the solar system of allied planets that is the “home” of the PCs), and more. The chapter presents two pages on each of the planets of the Pact Worlds, including some beautiful, evocative artwork. The planets offer worlds (pun!) of adventure, with everything from a planet ruled by the undead, a creepy Cthulesque planet, a John Carter of Mars-type planet, etc. GMs will have a lot to work with here. There’s also a section called “Beyond the Pact Worlds” that’s one of my favourite sections of the book, presenting so many awesome adventure hooks and campaign premises that I’d love to have time to use. Several pages are devoted to various factions, organisations, and faiths, and again this is very well-done. I know it’s controversial in some quarters, but I think integrating mechanics with a setting is a good choice.

Chapter 13 (Pathfinder Legacy) is surprisingly detailed. I remember when Starfinder was announced how much attention Paizo gave to making sure it was backwards-compatible with Pathfinder, which is somewhat odd since they (secretly) had Pathfinder Second Edition in the works and it has nothing particular compatible with the first edition except the world lore. Anyway, this section has the rules for “legacy races” (elves, halflings, etc.,) as well as some rough conversion guides for bringing Pathfinder classes into the future.

Last up, unlike some gaming companies, Paizo does not skimp on things like glossaries and indices. The back matter is very professionally done.

The Starfinder Core Rulebook is an impressive accomplishment. It deserves the attention and rewards that it has achieved. There are still some clunky mechanics here and there as a legacy of Pathfinder, but there’s plenty of streamlining as well, and lots to love. The kitchen-sink science fantasy setting provides something for everyone, even if it doesn’t have a mind-blowing singular vision. Overall, I’d say if you want a space-themed RPG with enough depth and crunch to support years of gameplay, the Starfinder Core Rulebook is an excellent choice.


Thanks again for another great game! May I have another piece of crow pie?

*****

I started gaming with Star Frontiers and science fiction gaming has always been my true gaming love despite most of the time being spent – unsurprisingly – on fantasy. The fantasy genre has done much over the decades to close the gap to where the affection gap between them is pretty narrow but sci-fi still wins out. However, science fiction and fantasy have always been “two great tastes” that didn’t really taste great together for me. For every Star Wars (and there are few), there are dozens of examples of poorly mashing the genres together. Planetary romance and pulp managed it before Star Wars was a thing but the only thing close to Star Wars that did it successfully IMO was Farscape.

So going into the announcement of Starfinder, I was intrigued but not thrilled. From a Paizo perspective, it made perfect sense – it gave the company the opportunity to satisfy Lisa’s love of Star Wars with Paizo intellectual property and no licensing headaches and also could satisfy Erik’s love of planetary romance/pulp as well as fully realize the science fantasy seeds planted in the PF1 era Golarion system.

I picked up Starfinder and while I was impressed with some elements, others on first glance didn’t quite satisfy my physics-degree based-desire to keep magic out of my science fiction. I’d found Savage Worlds years before and it provides the science-fiction toolbox I was looking for. (BTW, Pinnacle has a kickstarter for the Irongate expansion for their highly recommended Last Parsec setting underway right now).

Specifically, I wasn’t crazy about NPCs operating by different rules, the gear progression system, and what appeared to be the restrictive nature of the base classes. I was running multiple Pathfinder campaigns and struggling to find regular times to run those and still had my intermittent Last Parsec campaign so there was little incentive to add Starfinder to the mix of games I’d run.

But a month ago my eldest son said he wanted to purchase Starfinder with an eye towards running it. For the first time in many years, I would get to be a player rather than a GM, so I threw my Starfinder reservations aside and eagerly dove into Starfinder.

It iS GLORIOUS!!

Yes, it’s more Farscape and Guardians of the Galaxy than Aliens, Dark Matter, The Expanse, or Firefly (but it can do these also). Yes, it has a specific tone/feel just like Pathfinder is for fantasy so it can’t be molded to suit any style of science fiction. Also, yes – it’s a blast to play!

My love of Savage Worlds and free-form/magic-free science fiction caused me to forget a lesson I learned when introducing my kids and their friends to Pathfinder. For most new players, class-based games provide structure that facilitates learning the game vs. being so overwhelmed by possibilities that a player doesn’t know where to start. The same goes for the gear list and while, yes it is a concession to game balance & structure, it’s not as intrusive or problematic as my casual initial Starfinder read-through appeared. And at the end of the day, it’s a game and not a physics simulator which is true of every RPG I’ve played in the past 35 years.

Once my preconceptions and biases were thrown aside, I’ve quickly grown to appreciate the design of this game. We are 4-5 sessions into the campaign and it’s fantastic. Some of my favorite SF facets:

1. Every class is broader than I originally believed. For example an operative, envoy, and even a soldier can be a skilled engineer, not just the Mechanic.

2. Every class is distinct but can contribute to similar roles via different means. The SF classes are very flexible. Themes allow for further differentiation out of the gate. Having multiple characters of the same class in a party isn’t detrimental.

3. Stamina Points + the removal of non-lethal damage provides a smooth cinematic experience without the limitations of Ultimate Combats Wounds+Vitality system. I like it so much I wish it would be in PF2. I understand why it won’t be, but I want it all the same.

4. Starship combat is excellent! It brought back Knight Hawks nostalgia but without the rough edges. If Knight Hawks was a classic car, Starfinder is the refined, high tech model of modern engineering.

5. Ability advancement is vastly superior to PF1. It’s easier to make well-rounded characters instead of having to hyper-specialize.

6. The broader magical classes that are differentiated by themes/sources/story is superior to PF1’s specialized spellcasting classes. I like that Priest is a theme rather than hard-wired into a class. The removal of arcane/divine makes magic seem more like a universal mystical force that can be interpreted multiple ways. In this respect, magic in SF seems more mystical than magic in PF, which is so categorized & defined that it seems more scientific in comparison.

7. Bulk is much more manageable than PF1’s encumbrance system. It has its own quirks but I like the system overall.

I’m still early into the system and have much to learn. While SF may not provide the pure science fiction of say The Expanse or the new Lost in Space out of the box, it does provide an exciting system and setting for science fantasy. As most players and GMs (and Hollywood directors) are perfectly happy moving “at the speed of plot”, the SFCRB provides a new-player-friendly toolkit for expanding beyond FRPGs. It builds off of PF1, the PF Beginner Box, and current media influences and refines the whole into a fun, yet familiar, science fantasy RPG.

Kudos, Paizo! Now if you’ll excuse me, I have to prep my ship. We’re heading into the Drift!


I've been playing for half a year now; here are my thoughts.

*****

First off, a review of a core rulebook is pretty similar to a review of a game system, so this is basically that. The short version? I really, really enjoy Starfinder, and I think the Core Rulebook does an excellent job of explaining and showcasing the system.

Alright, the long version:

Character Creation: In comparison to Pathfinder, building characters is less fiddly while maintaining a large array of meaningful customization options. One new addition is Themes (analogous to Pathfinder's traits) which have a small amount of mechanical impact but do a very good job of hooking your character into the world around them.

Races: Starfinder ships with six new alien races as well as all the core Pathfinder races. Most of them largely fall into the category of Star Trek aliens (ya know, humans with masks on), but they have some fairly interesting racial abilities to differentiate them.

Classes: Starfinder has seven classes. Some are familiar (soldiers are basically space-fighters), some are deceptively different (technomancers look like wizards, but they're really not), and some are completely new (solarians are... solarians). Overall, the power curve is pretty tight and each class is interesting, highly customizable, and worth playing.

Feats, Skills, and Spells: Feats are, overall, less important than in Pathfinder (as a corollary, feat taxes have been eliminated; the feat trees are quite short). Skills are arguably more important (especially in starship combat), and the skill list has been condensed in a way that makes skills more accessible. The biggest change to the magic system is probably the addition of undercasting (i.e., some spells can be cast at multiple spell levels), which is absolutely essential, considering that both spellcasting classes in Starfinder are spontaneous.

Tactical Rules: It feels like Pathfinder. There are a host of small to medium changes (iterative attacks have been replaced with scaling weapon damage, for example), but if you like Pathfinder combat, you'll like Starfinder combat (unless, of course, you hate change - Starfinder is a new system, not a setting on top of an old system).

Other Things: Starship combat! I think it's pretty neat and makes a good addition to the game. There's also an expansive chapter on setting, which includes deities, planets, groups, etc. - it's usful to both players & GMs. There's a chapter on game mastering, which is nice. Finally, the art is fantastic through and through.


*****


Ehhh?


While I like some aspects of this game. The over all experience fell flat. The main problem is equipment. The leveled set was so lockstep that it made all of my players disappointed. You could not have a signature weapon or such. It was grind for the next level of gear and toss out the old. No one like it.

The classes were Okay and the concepts were pretty cool. But I can say if this is the basis for pathfinder 2nd ed were not likely going to put out any more money.

One big problem you have is this drive to constantly simplify and stream line. Thing get lost when you smooth out the details to much. Good things get lost. This is not a hobby that tend to attracted people who can handle a few rules, And the simplification feels like our intelligence is being questioned and only the lowest common denominator is being served. I don't know why I am writing this though. Publishers never listen.

Any way the critical flaw is still in the money and equipment.


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Owen K. C. Stephens wrote:
Oceanshieldwolf wrote:
Is that a kasatha iconic?
Well... the OTHER two figures on the cover have been revealed to be Iconics...

Sorry, but I have to ask it: Why are all the Kasatha covering their mouths? Loved the iconic Kasatha design, especially because he seems to be something completely different from the two iconics we already known. I mean, his class. XD

Dark Archive

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
The Gold Sovereign wrote:
Owen K. C. Stephens wrote:
Oceanshieldwolf wrote:
Is that a kasatha iconic?
Well... the OTHER two figures on the cover have been revealed to be Iconics...
Sorry, but I have to ask it: Why are all the Kasatha covering their mouths? Loved the iconic Kasatha design, especially because he seems to be something completely different from the two iconics we already known. I mean, his class. XD

Its their cultural thing. They apparently find it obscene to not cover mouths when not in presence of closest friends. At least thats what Inner Sea Races says


1 person marked this as a favorite.
Sara Marie wrote:
We are still in discussions about how Starfinder subscription(s) might operate. As soon as we are ready to discuss subscriptions, I am sure we will broadcast it loudly from the rooftops. In the meantime, if you want a copy of Starfinder books, I would say to go ahead and preorder them. In the next few months before the launch at Gen Con, if there is a subscription that you wish to sign up for, the process to switch from preorder copy to subscription copy will be made as easy and painless as possible for you.

I'm considering investing in this, but I'm based in Europe. Are the books always shipped from the States, or do you have a shipping hub in Europe? I ask because Import duties are a real killer...

Silver Crusade

Pathfinder Adventure Path Subscriber
Delazar wrote:
Sara Marie wrote:
We are still in discussions about how Starfinder subscription(s) might operate. As soon as we are ready to discuss subscriptions, I am sure we will broadcast it loudly from the rooftops. In the meantime, if you want a copy of Starfinder books, I would say to go ahead and preorder them. In the next few months before the launch at Gen Con, if there is a subscription that you wish to sign up for, the process to switch from preorder copy to subscription copy will be made as easy and painless as possible for you.
I'm considering investing in this, but I'm based in Europe. Are the books always shipped from the States, or do you have a shipping hub in Europe? I ask because Import duties are a real killer...

If you're living in the EU, there's no import duties on books from the US. You might be hit by Vat if your order is super expensive, but that happened to me only once.


2 people marked this as a favorite.
Paizo Charter Superscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Legends Subscriber; Pathfinder Tales Subscriber; Starfinder Charter Superscriber
Gorbacz wrote:
[If you're living in the EU, there's no import duties on books from the US. You might be hit by Vat if your order is super expensive, but that happened to me only once.

You seem to be lucky. then. I pay tax ("Einfuhrumsatzsteuer") on each and every package I get form Paizo.


So, this is debuting at gencon right? Because I need to know when it will ship before I pre-order.


2 people marked this as a favorite.
Pathfinder Campaign Setting, Companion Subscriber

having just come off Voltron Season 2, I really want this. Can't wait to hear more

Silver Crusade

Pathfinder Adventure Path Subscriber
Zaister wrote:
Gorbacz wrote:
[If you're living in the EU, there's no import duties on books from the US. You might be hit by Vat if your order is super expensive, but that happened to me only once.
You seem to be lucky. then. I pay tax ("Einfuhrumsatzsteuer") on each and every package I get form Paizo.

Are you subscribed to anything that isn't a book line?


1 person marked this as a favorite.

I'm supporting this, but not preordering here. I actually have a really good flgs. Will bee ordering from them. Can't wait.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber; Starfinder Charter Superscriber

Will this be available for pickup at Gen Con for people who pre-order now? May be too early to say, but this is normally done for all August PF releases.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Yes, they're rolling it out at GenCon. :-)


4 people marked this as a favorite.
Adventure Path Charter Subscriber

Do we get the PDF as a bonus if we preorder?


Loving the art direction so far.

I think I might like this better than Pathfinder as I see more possible character concepts. :)


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
Gorbacz wrote:
Zaister wrote:
Gorbacz wrote:
[If you're living in the EU, there's no import duties on books from the US. You might be hit by Vat if your order is super expensive, but that happened to me only once.
You seem to be lucky. then. I pay tax ("Einfuhrumsatzsteuer") on each and every package I get form Paizo.
Are you subscribed to anything that isn't a book line?

Same as Zaister (though I'm in Belgium): I have to pay a tax on nearly all packages I get from Paizo (there are a few exceptions), and they contain only books. That adds a 30-some Euro tax to each 80-120 Euro package… which actually made me consider giving up on subscriptions and paper books several times, even though I really want to support Paizo.


Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

Rules for alien environments sounds interesting.

I wonder if the rules for poisons and disease are any different.


Paizo Charter Superscriber; Starfinder Charter Superscriber
Sara Marie wrote:
We are still in discussions about how Starfinder subscription(s) might operate. As soon as we are ready to discuss subscriptions, I am sure we will broadcast it loudly from the rooftops. In the meantime, if you want a copy of Starfinder books, I would say to go ahead and preorder them. In the next few months before the launch at Gen Con, if there is a subscription that you wish to sign up for, the process to switch from preorder copy to subscription copy will be made as easy and painless as possible for you.

Is there a good reason to go to this effort? Seems like extra work to go and pre-order all the items and then go back and effectively pre-order them again to sign up for a subscription. If there's a reason, it's clearly no problem for me, but I'd prefer to minimize my effort :)

Paizo Employee Customer Service Manager

1 person marked this as a favorite.

Folks, lets keep this product discussion thread focused on the product. If you have operational questions you can post them here Ask-All-Your-Starfinder-Operational-Questions.


Pathfinder Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

The only reason I can see to pre-order the AP volume would be to express interest to Paizo in the future subscription (which clearly must happen). If I still had a FLGS in my area, I would probably have just put it in the saved section of my shopping cart and left it there for future personal reference (which is what I did with the maps and GM screen, as I am not yet ready to commit to buying them).

I am not sure whether the core rulebook is meant to be the first volume of a core subscription (with Alien Archive as the next volume?) or a stand-alone product. Or maybe it will all be part of a single subscription, with future non-AP books coming in during some of the AP's off months?

Shadow Lodge

3 people marked this as a favorite.

If I preorder the books, will I get the PDFs? Or will I have to pay for those separately?


Adventure Path Charter Subscriber; Pathfinder Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

To quote Haley from The Order of the Stick: "Money!"

(Pre-ordered, pending Paizo's decision on how subscription(s) will work)


What are the benefits of preordering over just waiting for release?


Pathfinder Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber
Disciple of Sakura wrote:
What are the benefits of preordering over just waiting for release?

Good question. Paizo benefits from knowing how many people are looking forward to this product enough to pre-order it. For us customers, there is probably no benefit to ordering now but great benefit to subscribing as soon as they announce that option and the exact subscription benefits are spelled out.


Adventure Path Charter Subscriber; Pathfinder Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
David knott 242 wrote:
Paizo benefits from knowing how many people are looking forward to this product enough to pre-order it.

This. Also, the more pre-orders that Paizo receives, the more likely that there will be a subscription option.


Pathfinder Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

If they do not offer a subscription option, the only reason I can imagine them doing that would be if they decided that there was so little interest in Starfinder that there was no point in continuing the product line at all. I cannot imagine this line succeeding without subscriptions of some sort.

Dark Archive

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Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber
Disciple of Sakura wrote:
What are the benefits of preordering over just waiting for release?

Memories of the Pathfinder Core Book, where the first print run sold out before the release date (this selling out does include the batch that they 'ordered' to hold back for their stall at GenCon, and orders made by distributors to go to shops


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Sara Marie wrote:
Folks, lets keep this product discussion thread focused on the product. If you have operational questions you can post them here Ask-All-Your-Starfinder-Operational-Questions.


Dalvyn wrote:
Gorbacz wrote:
Zaister wrote:
Gorbacz wrote:
[If you're living in the EU, there's no import duties on books from the US. You might be hit by Vat if your order is super expensive, but that happened to me only once.
You seem to be lucky. then. I pay tax ("Einfuhrumsatzsteuer") on each and every package I get form Paizo.
Are you subscribed to anything that isn't a book line?
Same as Zaister (though I'm in Belgium): I have to pay a tax on nearly all packages I get from Paizo (there are a few exceptions), and they contain only books. That adds a 30-some Euro tax to each 80-120 Euro package… which actually made me consider giving up on subscriptions and paper books several times, even though I really want to support Paizo.

Also from Belgium, and in the same boat.


Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

Will this book have stats for any new monsters or new 0HD races other then the new core 7?


Pathfinder Companion, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Dragon78 wrote:
Will this book have stats for any new monsters or new 0HD races other then the new core 7?

I believe those will appear in the Alien Archive from what they've said. Though they've also said there will be a legacy chapter for updating Pathfinder's core races.


My bank account is crying.


Maybe not now, but it will.


Darth Yoda wrote:
Maybe not now, but it will.

Between this and Bestiary 6, it's already crying lol


Sorry if this is a bit ignorant of me, but is Starfinder set "relatively" on Glolarion? Or what was what caused Golarion to go from Medieval to Sci-Fi?


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Raythron wrote:
Sorry if this is a bit ignorant of me, but is Starfinder set "relatively" on Glolarion? Or what was what caused Golarion to go from Medieval to Sci-Fi?

Golarion has been whisked away by the gods, along with the moon. They're not answering questions on that topic. The progression was the result of a few thousand years of development, though.


Raythron wrote:
Sorry if this is a bit ignorant of me, but is Starfinder set "relatively" on Glolarion? Or what was what caused Golarion to go from Medieval to Sci-Fi?

Time. There's a few thousand years between Pathfinder, and Starfinder, and scientific advancement just never stopped.


For those wondering if there will be subscriptions, they've been such a large part of Paizo's business model that I can't imagine them not offering one or more subscriptions for Starfinder. They may not have finalized all the details yet, but I'm sure they are hard at work on it.

Give them time guys, they've only just opened up the preorders.


Very much looking forward to this. Firefly, Star Wars, Star Trek, The Expanse, Battlestar Galactica, Alien even. And more... And the Pathfinder system. Should make for interesting combinations. And it would give me a reason to actually play an android in an appropriate setting.

Heh... Cannot wait for when the Starfinder PbPs start appearing.


Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

I am still on the fence about this one.


Pathfinder Campaign Setting, Companion Subscriber

any word on Giant Robots that combine to form larger Giant Robots?

Lantern Lodge

Wish I could preorder but the cost of shipping to the UK kills any chance of that.Still can't wait to havea read of this when it releases though.


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Dragon78 wrote:
I am still on the fence about this one.

Not me, my fence has already been converted to fuel for my hyperdrive. Also, somewhere to hang my towel momentarily.


Quote:


Advice on converting Pathfinder RPG content to Starfinder, and vice-versa.

So, it appears that Starfinder won't be strictly compatible with Pathfinder at it's core. Is there any sort of description on how much effort it will be to make this conversion? Or any description on how the mechanics (cruch) shakes out?


So how long until someone does a Mass Effect campaign using this system? Will that be possible?

Liberty's Edge

I'm unlikely to purchase a physical copy. Too many other games owned that will never be played, no need to add another. (And if I want a Star Wars-esque science fantasy game, I'll just cut out the middleman and play Star Wars.)

But I am curious about this and will likely snag a PDF if it's in the $10-15 range, like the Pathfinder RPG books'.


Pathfinder Companion, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I certainly hope the game isn't too Star Wars...that would definitely be depressing to me. Hopefully it's a far more interesting setting...

Liberty's Edge

Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber
Risharc Moonblood wrote:
So how long until someone does a Mass Effect campaign using this system? Will that be possible?

Ashley: soldier.

Kaidan: technomancer.
Wrex: solarian.
Garrus: operative.
Tali: mechanic.
Liara: mystic.

Shepard is an envoy multiclass with one of the other six.


WOOoahhaa *schkiii* Amazing !


Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

I wonder how different the playable races' stats will be to their Pathfinder version.

I wonder if the book will have stats for the non-core races as well.


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In space, no one can hear you bounce up and down for six months after pre-ordering...

Sczarni RPG Superstar 2012 Top 32

Will this book contain the rules for traps like the PF CRB? Did they get an update?

Are there rules for hazards as well?

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