Starfinder Core Rulebook

****½ (based on 23 ratings)
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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Note: This product is part of the Starfinder Roleplaying Game Subscription.

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Hardcover: Ships from our warehouse in 1 to 7 business days.

PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

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****½ (based on 23 ratings)

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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.


Great system, great book!

*****

The book is beautiful, thick, filled with good mechanics and a lot of background.

The game is very nice, streamlined.

Go Starfinder!

I am very happy to have discovered the game, and this book is enough to run a lot of adventures.


An RPG Resource Review

*****

Chapter 1: Overview sets the scene of sweeping science fantasy before launching into the customary explanation of what role-playing is all about. It then lays out what is to be found in the rest of this vast rulebook, which contains everything both players and game masters need to play the game. There's an overview of the various forms play can take and an example of an actual game in progress. Fundamentally it's a bit of a space opera, in which the party explores and interacts with the wonders of the galaxy.

Now, down to business with Chapter 2: Character Creation. If you are used to Pathfinder or similar games this is familiar territory: come up with a concept, pick a race and class, then sort out abilities and skills and other miscellaneous numbers. Following chapters go through all the options in detail so that you can read up about your choices. There are actually two chapters on race, one presents the 'new' starfaring races - the aliens if you will - and the other the 'legacy' races from more traditional fantasy. It makes it all rather interesting to see how the fantasy races we're used to almost become 'normal' compared to alien races! Humans are there, of course, but you can also play an android or one of several new races of aliens - reptilian, insectiod, telepathic and more... one race even has four arms (as well as two legs)!

The classes also have a chapter to themselves. There are seven base ones: envoy, mechanic, mystic, operative, solarian, soldier, and technomancer. Most of those are pretty obvious, but a solarian is a very disciplined warrior granted special powers by the cosmos itself, while technomancers are spell-casters attuned to technology and able to use it to create remarkable effects. Interestingly, there doesn't seem to be any class that involves space travel itself - even the mechanic is more of a tinkerer and creator of artefacts rather than the classic 'starship engineer' - although there is a mechanic build suggested that does take that role. However, there's a new concept, that of 'Theme' and that does include an ace pilot as one option, with it including starship operation in generally, not just the piloting of them. Choosing a theme also brings mechanical advantages as well as helping you hone your overall character concept to what you want... and this is where, should you wish it, characters of a religious bent can express themselves by means of the priest theme. Characters who don't fit into any of the themes offered are deemed 'themeless' - and have their own mechanical advantages to go with it, so they don't lose out. Each class has several suggested builds, with combinations of class and theme working together to present a distinctive character (and can be used as a basis for a character if you are in a hurry). You can further tailor your character by the addition of feats, abilities that are not based on their race, class or skills - these too have a chapter to themselves and, as with skills, each is presented with clear examples of how to use them.

Once characters are sorted, they need to be equipped, and Chapter 7: Equipment sets out to provide all you could desire for your new character. It opens with a discussion about money and the form it takes, which is a little confusing with references to Pact Worlds and the Church of Abadar which haven't been introduced yet! Currency itself is reasonably straightforward, with a digital currency called the Credit being the standard although some worlds still use coins - and you can get physical Credits if you prefer. Most folk use the credstick, which can be loaded with money from a bank account or another credstick, and spent as you wish... the advantages including anonymity when you spend and that a thief only gets what was on the credstick stolen, not access to all your wealth (or your identity). It also discusses how much can be carried and plenty of technical details about weapons and armour before getting on to the actual lists of what is available. Technologically-advanced weapons include cryo, plasma and laser ones as well as more traditional projectile weapons (slug-throwers). An important distinction is between weapons that are technological in nature (and so can be targeted by attacks that affect technology) and those which are not, termed 'analogue' by most people. Being a fantasy game, you can also add magic via a 'weapon fusion' to create various additional effects. For those who prefer to improve themselves, a wide range of cybernetic enhancements are also available.

There's an extensive section on computers, which includes programs, anti-hacking measures and more. Next, technological items presents an array of other technological items, followed by a section full of magic items. The next lot are interesting: hybrid items which combine technology and magic. The Digital Harrow Deck sounds rather fun! Throughout, there's plenty of information (and necessary game mechanics) about how to use the items described, and the consequent effects.

Chapter 8: Tactical Rules looks at combat in great detail, exploring all the options available and explaining how to use them, including movement and the use of special abilities, as well as how and when to apply bonuses and penalties. As ever, it sounds more complicated than it really is once you get to grips with it. Familiarisation is the key, fight a few practice combats until you are comfortable with what a given character can do, then you will be able to play him confidently 'for real' without having to look everything up! There are extensive definitions of effects and conditions, then we move on to deal with vehicle tactical rules - referring here to planetside vehicles, space combat comes later - including chases.

Next, Chapter 9: Starships deals with every aspect of space travel. The way in which interstellar travel developed is described, again confusing because the basic concepts of the universe haven't been covered yet although there are a few references to pages further on in the book. There are notes on navigation, building starships (with everything you need to know to construct your own) and a gallery of starships to marvel at. Naturally starship weapons and combat are also covered, and there is plenty to get to grips with here. Here, individual crew members play their separate parts and it can all get pretty complicated. There's an example of starship combat which does help however.

Then Chapter 10: Magic and Spells explores this subject, mainly from the game mechanical aspect of how spells work in the game. The various parts of a spell's description are explained, and then there is a very extensive spell collection, with lists for mystics and technomancers. Many will be familiar to Pathfinder spellcasters, save for those that specifically affect technology or other things appropriate to the science-fantasy setting.

That concludes the player portion of the book, as we move on to Chapter 11: Game Mastering. This discusses the technical aspects of putting together adventures and campaigns for your players and comes over rather mechanical. It does, however, give you the tools to create balanced encounters. The discussion then moves on to other aspects of running a game from maintaining flow and pacing, to taking control, dealing with player-character death and difficult players and even bringing a campaign to a tidy end. It then looks at the environments to be found in the game and how they can be utilised to create interesting adventures, these ranging from astronomical objects to different atmospheres and terrain types planetside along with the effects of weather and varying gravities. Settlements, structures, traps, and various afflictions follow. Some of the traps are ingenious, melding magic and technology in ways that can be difficult to avoid without making use of both to neutralise them. How about a magical computer virus...?

Next is Chapter 11: Setting. Now we find out what all those references to Pact Worlds and the like are about! The core concept of the game is exploration, and it's assumed that the party starts in the Pact Worlds, a densely-populated system of planets, even if they don't stay there for long. This is when it gets weird: history is broken. Wherever you go, nobody has records or memories that are more than a few centuries old. There's a big gap, then stuff from ancient times. Even the deities have this gap in their knowledge. It is as if a wave of amnesia swept across the universe, indeed the first records post-Gap (as it's called) tell of people who lost a chunk of their own personal memory, never mind physical records. It is as if everyone clean forgot. Nobody knows what caused the Gap, the most that can be said is that it was several millennia long. Somewhere during this time the core world of the system, Golarion (familiar to all Pathfinder players as their homeworld) vanished. Where, or how, nobody knows. All that remains is a massive space station, Absalom Station, that sits where Golarion once orbited. It's said that it wasn't destroyed but is somewhere, complete with the descendants of those living on it at the time, but even the gods have no idea where. It was just after the Gap that the secret of Drift, which makes interstellar travel possible, was given to those who could understand the transmissions.

We are now in the year 317 AG (after the Gap)... but I am left wondering as to the need for this. Why the mystery? In particular, why a mystery without any solution? Players are curious creatures: present them with a mystery and they will want to solve it, a missing planet just begs to be found. Either there's some massive plot arc that will eventually be revealed, or we're left to our own devices and can, if we wish, come up with our own ideas about what's going on... but we need to know, 'cos if we create our own rationale it's unlikely to be the same as the creators of the game had in mind.

The chapter goes on to describe the various entities that make up the Pact Worlds, with a quite detailed gazetteer of the various worlds, most of which are both habitable (sometimes barely) and inhabited. OK, there's a couple of gas giants, but their moons are inhabited and at least one has blimp-like lifeforms drifting through the gas. Although there are sentient beings everywhere, there's still plenty for the curious to explore, exciting encounters for them to enjoy. Beyond, there are intersellar wonders to explore and several are detailed here to get you started. Rich and strange are the wonders of the great beyond. We also learn of different planes, and of the factions and organisations that are to be found. These include the Starfinder Society, the driving force behind the shared campaign ('organised play') set up for Starfinder. There is also information on faith and religion, which still pays a large part in many people's lives, and a listing of deities - the Pact Worlds alone revere some twenty of them as core deities and there are plenty more out there.

Finally, Chapter 13: Pathfinder Legacy which addresses the mechanics of converting Pathfinder characters, monsters and other material for use in Starfinder. This is also where you find the traditional fantasy races described in Starfinder terms, so if you want to be a science-fantasy dwarf or elf here is what you need to know. (Gnomes, half-elves, half-orcs and halflings are also included.)

So here it is, possibly the best science-fantasy game I've read. I've often wondered what lies in the future of my favourite fantasy worlds... here that question is (almost) answered, although to be honest I'd not have chosen to have Golarion vanish or there be a big Gap in history. There again, I like history... perhaps the authors just didn't want to write the necessary millennia of history to bridge the gap! That aside, it's a great game and I'm looking forwards to revelling in this universe for a good few years to come.


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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, Starfinder 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, Starfinder 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, Starfinder Adventure Path, Starfinder 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 Roleplaying Game 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)


Pathfinder Adventure Path Subscriber

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

1 person marked this as a favorite.
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


1 person marked this as a favorite.
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 Roleplaying Game 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?


1 person marked this as a favorite.
Pathfinder Companion Subscriber
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 Roleplaying Game 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.


6 people marked this as a favorite.
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 Roleplaying Game 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.


8 people marked this as a favorite.

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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