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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****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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Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Dragon78 wrote:
I wonder if the book will have stats for the non-core races as well.

I would be very surprised if they did.


Pathfinder Roleplaying Game Subscriber

I wonder if we will have to wait for Gencon to find out who all the iconics will be.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Maps Subscriber

When will there be a PDF preorder?

Hmm


Pathfinder Adventure Path, Companion, Maps, Modules, Roleplaying Game Subscriber

I don't think (though I may be wrong) that you can ever preorder a Paizo PDF. They go live on street date, and you buy it at your leisure.


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

Yup, you only get the PDF early with subscriptions.

Which we still don't know about. :-)

Creative Director, Starfinder Team

4 people marked this as a favorite.
Thomas LeBlanc wrote:

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

Yup!

Sczarni RPG Superstar 2012 Top 32

1 person marked this as a favorite.

I also hope gravity rules will be available. And simple...


I heard this about the lore

Lore:
That using hyperspace damages the fabric of space and time. Isn't hyperspace a big part of having adventures? If the players get smacked for using hyperspace, they are more likely to stay planetside.

Sczarni RPG Superstar 2012 Top 32

MannyGoblin wrote:

I heard this about the lore

** spoiler omitted **

IIRC: Each time hyperspace is used, it grabs a piece of one of the planes and imports it into the hyperspace plane. In the example given, I think they listed two planes from the Outer Sphere and the First World, so I am not sure if Inner Sphere planes are grabbed as well.

I don't recall anything about time being affected though.

The Exchange

So, my only question is:

Do those who pre-order get any added benefits, like a poster or complementary material?

Either way, I'm still buying this.

Get ready for gun-ho mayhem.


Thomas LeBlanc wrote:
MannyGoblin wrote:

I heard this about the lore

** spoiler omitted **

IIRC: Each time hyperspace is used, it grabs a piece of one of the planes and imports it into the hyperspace plane. In the example given, I think they listed two planes from the Outer Sphere and the First World, so I am not sure if Inner Sphere planes are grabbed as well.

I don't recall anything about time being affected though.

Close, from what I have been seeing.

It doesn't automatically grab a piece of a plane, but the longer the trip the more likely.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Pawns, Roleplaying Game, Tales Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber

First I'm hearing about the planar breach effect of hyperspace... I'm thinking that might make all sorts of extraplanar creatures unhappy with space travel.

The Exchange

1 person marked this as a favorite.
CBDunkerson wrote:
First I'm hearing about the planar breach effect of hyperspace... I'm thinking that might make all sorts of extraplanar creatures unhappy with space travel.

Could be a good plot hook for a planar invasion campaign. :)

Liberty's Edge

6 people marked this as a favorite.
Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber
CBDunkerson wrote:
First I'm hearing about the planar breach effect of hyperspace... I'm thinking that might make all sorts of extraplanar creatures unhappy with space travel.

They've already said this is explicitly the case... I think it might be a clever means for devising "wandering encounters" while in hyperspace.


Pathfinder Roleplaying Game Subscriber

I wonder how many skills points each class will get.


1 person marked this as a favorite.

All hyped for this game. I do hope that it's not the final cover we see. The painting for the Starfinder Character Folio is more interesting and attractive, while respecting the visual signature of the Pathfinder line.

Not a fan of the orange/blue color for the logo. Maybe these color could be embedded into a metallic version of the logo (overlay/color dodge in Photoshop) would work great for that and be less plastic-ey. But I would be more for a departure from the Orange/Blue Contrast meme, maybe purple and yellow.

Just a thought.

Scarab Sages

Paizo Superscriber; Starfinder Charter Superscriber
Shisumo wrote:
CBDunkerson wrote:
First I'm hearing about the planar breach effect of hyperspace... I'm thinking that might make all sorts of extraplanar creatures unhappy with space travel.
They've already said this is explicitly the case... I think it might be a clever means for devising "wandering encounters" while in hyperspace.

In David Weber's Honorverse the ships are able to be at station keeping while in hyperspace. This allows pirates to ambush ships along the common routes between star systems.

There could be something similar in Starfinder.

Grand Lodge

6 people marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber
Dragon78 wrote:
I wonder how many skills points each class will get.

2+IntMod.

Muah ah ah ah ah!

-Skeld

The Exchange

Nolinquisitor wrote:

All hyped for this game. I do hope that it's not the final cover we see. The painting for the Starfinder Character Folio is more interesting and attractive, while respecting the visual signature of the Pathfinder line.

Not a fan of the orange/blue color for the logo. Maybe these color could be embedded into a metallic version of the logo (overlay/color dodge in Photoshop) would work great for that and be less plastic-ey. But I would be more for a departure from the Orange/Blue Contrast meme, maybe purple and yellow.

Just a thought.

agreed


Pathfinder Roleplaying Game Subscriber

6+Int skill points or better...Muah ah ah ah ah...


2 people marked this as a favorite.

Who needs skill points, when you've got a hole in the head? USB learnin...


what is the name of the only full spellcaster class in starfinder Owen ?


Pathfinder Adventure Path, Campaign Setting Subscriber

Last I heard, there weren't any core casters that went above 6th level spells.


Andrew Mullen wrote:
Last I heard, there weren't any core casters that went above 6th level spells.

You heard correctly.


1 person marked this as a favorite.
Pathfinder Starfinder Society Roleplaying Guild Subscriber

Well I just gave these people some money and I'm gonna give em even more next paycheck.

Why don't I feel bad about this? Why am I excited to spend money on the chance to play laser sword wielding super psychic with the power of a black hole?


Paizo Charter Superscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Legends Subscriber; Pathfinder Tales Subscriber; Starfinder Charter Superscriber
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?

Yes, I am subscribed to basically everything.

Anyway, I've been using UPS shipping for some months now, which basically guarantees tax handling, but it is much more convenient (and faster!) than to have to drive out to the customs office which is out in the middle of nowhere for every package and wait in line and then wait for a slow customs official to calculate tax on his ancient calculator, especially when I tend to get more than one package per shipment and the customs office can't recognize that they belog together which means I may even have to go there twice a month.


Pathfinder Card Game, Class Deck Subscriber

I am VERY excited for this! By the time this book comes out, the campaign I'm running may actually have some space elements to it. Can't wait!

I was wondering, is there an ETA for when we may start to see full Meet the Iconics write ups for Starfinder? I love those stories and feel that they add a lot of flavor to these books so it'd be nice if at least most of the ones for Starfinder are posted before the book is released. This is of course under the assumption that there will be Meet the Iconics write-ups for Starfinder; please tell me that's a safe assumption....

The Exchange

pluvia33 wrote:

I am VERY excited for this! By the time this book comes out, the campaign I'm running may actually have some space elements to it. Can't wait!

I was wondering, is there an ETA for when we may start to see full Meet the Iconics write ups for Starfinder? I love those stories and feel that they add a lot of flavor to these books so it'd be nice if at least most of the ones for Starfinder are posted before the book is released. This is of course under the assumption that there will be Meet the Iconics write-ups for Starfinder; please tell me that's a safe assumption....

Yeah, there is. I've seen several write-ups already. Just search "Starfinder Interview" and you should be able to find the write-up on a blog-post for the Operative, which I'm too lazy to go and look for right now.


Pathfinder Card Game, Class Deck Subscriber
Theliah Strongarm wrote:
Yeah, there is. I've seen several write-ups already. Just search "Starfinder Interview" and you should be able to find the write-up on a blog-post for the Operative, which I'm too lazy to go and look for right now.

Yes, I've found the interview posts that briefly talked about the Operative and Envoy already, but I'm talking about giving them full Meet the Iconics write-ups like the one for Enora the Arcanist.

Liberty's Edge

Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber

Those will probably start up in late summer, when they start really rolling out the preview information for Starfinder, but I admit I am very much looking forward to them.

Creative Director, Starfinder Team

4 people marked this as a favorite.

We will absolutely be doing Meet the Iconics posts, but not until closer to release. Navasi and Iseph got their names announced a little early at the request of Game Informer and Polygon. :)


Just let on of my regular tabletop groups know. Wishing it would show up at Pax East, but love the wait.


Very much looking forward to this. It'll bridge my classic and sci-fi fantasies. I would pre-order, but I prefer by far the idea of a subscription. Going to wait.

The Exchange

Comrade_Jolan wrote:
Very much looking forward to this. It'll bridge my classic and sci-fi fantasies. I would pre-order, but I prefer by far the idea of a subscription. Going to wait.

Yeah, I've already preordered the game, just to see how the game system works, but I'll probably use it for running a Star Wars campaign.


Pathfinder Roleplaying Game Subscriber

I will wait until June or July, if there is no subscription option by then, then I will pre-order.


I don't see any mention of monsters in the description of this book. Are you squeezing that into each AP?

I'll buy this for sure; curious to see if it's as crunchy as Pathfinder or if you're taking a cue from the 5e rules and roll-out strategy and trying for something that's a little more accessible and non-bloaty. I'm hoping for the latter, just so I can get more people into the game and not feel like I have an IV drawing from my bank account. :)


Coffee Demon wrote:
I don't see any mention of monsters in the description of this book. Are you squeezing that into each AP?

From the Humble Bundle Q&A, signs point to yes on the AP, the First Contact Free RPG Day book, and a future standalone Bestiary:

Quote:

Q: Will the Core Rulebook contain monsters, or will they be in a separate book later?

Jason Keeley: In a separate book later. We will have that First Contact Free RPG Day product available to even before Starfinder comes out, so you'll still have a couple of monsters. And also we know, as Owen mentioned earlier, that there's a philosophy where you can grab the (Pathfinder) Bestiary, plop it open, and run the monster that you find there.

Rob McCreary: The Starfinder Adventure Path, the first volume of which will come out in August at the same time as the Core Rulebook, will also have a Bestiary section just like the Pathfinder Adventure Path does, so right out of month 1 you'll have some new monsters, and every volume of the AP will have a selection of new monsters and new aliens and such.


Thanks!

I just read an interview with one of the designers, and I feel optimistic about what they're probably doing to streamline the rules and ensure that the game doesn't get bloat-y.

You gotta think that if the rulebook is as big as the PF Core book, but also includes ship combat and lore about the universe, they're going to have to trim and polish a fair bit. I'm looking forward to seeing what they come up with!

I'm really curious to see how they make it compatible to BF Bestiaries, but I suppose that's just a matter of making bonuses increase at the same rate, and matching AC and HP.


6 people marked this as a favorite.

Captain's Log - It has now been one week since I preordered the Starfinder Core Rulebook. Gaming supplies are running dangerously low and I've had to read old Traveller hardbacks these past seven days.

I suspect I can no longer trust the remaining members of my regular group. The rigors of anticipating space travel have some how twisted their minds... they've gone crazy... they've got the SPACE MADNESS!

Oh, they think I am crazy, but I know better... It is not I who am crazy-- it is I who am mad! Didn't you hear 'em? Didn't you see the crowds?!

You can't take them from me! I've had these dice since I was a child! People always trying to take them from me! Why won't they leave me alone?!

It's going to be a long six months


Pathfinder Adventure Path Subscriber

Does anyone know if Automatic Bonus Progression, or something like it, will be in the core Starfinder rules?


ericthecleric wrote:
Does anyone know if Automatic Bonus Progression, or something like it, will be in the core Starfinder rules?

I somewhat doubt it. I expect with mundane equipment now having levels that they will be granting most of the bonuses eg. A HUD helmet granting a bonus to reflex saves.


Chris Lambertz wrote:
Now available for preorder! Cover image and description are not final and may vary before release!

Ah, it's too bad Paizo went for the less-exciting cover for the Core Rules book. Why did they change it from the original promo image? Seems like it should be swapped with the Player Character Folio.

Disappointing to say the least!


2 people marked this as a favorite.
Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

But, that's NOT the final cover.

As said in the post you quoted. :-)


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Has it been covered anywhere i haven't seen yet about a Starfinder subscription? I'm willing to give long term commitment a trial basis ;)


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

I believe they're still working on the logistics, but do plan to offer subscriptions.

No idea when that'll happen, and I suppose they could change their minds, but I'd be surprised if they did. :-)


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

Not having subscriptions would be a sign that Paizo has given up on the Starfinder product line, given how profitable the Pathfinder subscriptions have proven to be.


Paizo Charter Superscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Legends Subscriber; Pathfinder Tales Subscriber; Starfinder Charter Superscriber

I don't think they'd give up on it before it's even published. Just let them work out the details on their own terms.


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

Exactly. Note that there is a difference between subscriptions not being formally announced yet (our current state) and Paizo either formally announcing that there would be no subscriptions or letting Gencon slip by with no subscription being announced (which would be the "Not having subscriptions" state that I was referencing in my last post). I would be (unpleasantly) shocked if the latter case happened.


They've already said that there will definitely be subscriptions, and that if you pre-order now, they will push the pre-ordered products over into your subscription once they are available so you don't end up doubling up on anything.

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