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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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.

PZO7101


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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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1 person marked this as a favorite.
Gorbacz wrote:
I am sad that Paizo didn't deicide to murder the sacred cow of alignment interacting with rules. Oh well, I guess we'll still have "how many castings of death knell on dying space-chickes do I need to break bad?" threads after all.

Amen brother. My fondest hope is that one day, Alignment will be taken out, burned and then the ashes scattered to the wind, with the sole exception of spiritual beings such as angels and demons.

Silver Crusade

Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber
gharlane wrote:
Gorbacz wrote:
I am sad that Paizo didn't deicide to murder the sacred cow of alignment interacting with rules. Oh well, I guess we'll still have "how many castings of death knell on dying space-chickes do I need to break bad?" threads after all.
Amen brother. My fondest hope is that one day, Alignment will be taken out, burned and then the ashes scattered to the wind, with the sole exception of spiritual beings such as angels and demons.

But why?

In Pathfinder (and I think this applies to Starfinder as well) alignment is quantifyable. You have detect spells, alignment auras, protection from spells, and items.
These things have to interact with other rules.
It took us long enough from getting a vague "casting spells with the [evil]-descriptor is an evil act and might change your alignment (check with your GM)" ruling to a less vague "if you are neutral and cast 3 [evil] spells in a short period of time (check with your GM), your alignment should change to evil"


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

Huh? Where does it say that?

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

Horror Adventures finally put down word count for it (and also that torture is evil).


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

Ah, interesting. I'll have to look that up. I would still argue, though, that it should depend on the spell. There should be a difference between casting protection from good and casting, for example, wracking ray. But that doesn't really belong in this thread.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
Zaister wrote:
Ah, interesting. I'll have to look that up. I would still argue, though, that it should depend on the spell. There should be a difference between casting protection from good and casting, for example, wracking ray. But that doesn't really belong in this thread.

Oh I agree, but that wasn't really feasible to do in that book for every spell unfortunately :3

But enough about Pathfidner, back to Starfinder!


SOLARIONS!


Franz Lunzer wrote:


But why?

Because of this like this:

Quote:

In Pathfinder (and I think this applies to Starfinder as well) alignment is quantifyable. You have detect spells, alignment auras, protection from spells, and items.

These things have to interact with other rules.
It took us long enough from getting a vague "casting spells with the [evil]-descriptor is an evil act and might change your alignment (check with your GM)" ruling to a less vague "if you are neutral and cast 3 [evil] spells in a short period of time (check with your GM), your alignment should change to evil"

Paizo Employee Chief Technical Officer

Vic Wertz wrote:
Please keep the product discussion threads focused. Discussion of your expectations for the system as a whole would be better placed in the Starfinder General Discussion forum.

This goes for discussion of specific rules or systems (such as alignment) as well. Thanks.

Sovereign Court

At first, I wasn't sure about Starfinder (for while yes, it is a stand-alone game in it's own right). But, after seeing that it is a spiritual sequel to Pathfinder, I'm quite interested in getting it. The envoy would be the class for me with the android being my choice of race.

Indeed, I'm starting to think up some homebrews that take place AFTER Starfinder (they would basically be Pathfinder homebrews still, but story wise keep all of the events and features of Starfinder) where Golarion has been mysteriously returned and a new deity named Omnia has made it's presence known (I actually attempted to make this deity already, check out the General Discussion thread in Pathfinder, look for Jurassic Bard).

Dark Archive

Pathfinder Adventure Path, Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber; Pathfinder Comics Subscriber

I'm wondering if there will be a pocket edition of this down the road.


Does anyone have their copy yet.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Card Game Subscriber; Pathfinder Comics Subscriber

Only GenCon GMs.


2 people marked this as a favorite.
Pathfinder Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber
Captain The Hoff wrote:
Does anyone have their copy yet.

Anyone who does is under an NDA.

The earliest anyone can possibly get their subscriber PDFs is a week from today.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber; Starfinder Charter Superscriber
TriOmegaZero wrote:
Only GenCon GMs.

And not even all of us.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber
David knott 242 wrote:
Captain The Hoff wrote:
Does anyone have their copy yet.

Anyone who does is under an NDA.

The earliest anyone can possibly get their subscriber PDFs is a week from today.

I thought PDFs weren't getting unlocked until the 17th, regardless?

-Skeld


David knott 242 wrote:
Captain The Hoff wrote:
Does anyone have their copy yet.

Anyone who does is under an NDA.

The earliest anyone can possibly get their subscriber PDFs is a week from today.

How did you get to that day? I'm asking for a friend...

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber
Skeld wrote:
David knott 242 wrote:
Captain The Hoff wrote:
Does anyone have their copy yet.

Anyone who does is under an NDA.

The earliest anyone can possibly get their subscriber PDFs is a week from today.

I thought PDFs weren't getting unlocked until the 17th, regardless?

-Skeld

There hasn't been anything saying that - There was some early speculation that there might be that restriction, given that we had the same restriction on the Pathfinder CRB, but nothing official from Paizo.

Dark Archive

Skeld wrote:
David knott 242 wrote:
Captain The Hoff wrote:
Does anyone have their copy yet.

Anyone who does is under an NDA.

The earliest anyone can possibly get their subscriber PDFs is a week from today.

I thought PDFs weren't getting unlocked until the 17th, regardless?

-Skeld

Nope, subscriber shipping starts normally on july 31st (including all Starfinder products) and i bet that you will be among the first to be able to download the pdfs, as usual. ;-)

Thx again for all the time you spend informing us non-subscribers of what to expect. :-)


Pathfinder Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber
Sadistic GM wrote:
David knott 242 wrote:
Captain The Hoff wrote:
Does anyone have their copy yet.

Anyone who does is under an NDA.

The earliest anyone can possibly get their subscriber PDFs is a week from today.

How did you get to that day? I'm asking for a friend...

See this thread.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber
Marco Massoudi wrote:
Skeld wrote:
David knott 242 wrote:
Captain The Hoff wrote:
Does anyone have their copy yet.

Anyone who does is under an NDA.

The earliest anyone can possibly get their subscriber PDFs is a week from today.

I thought PDFs weren't getting unlocked until the 17th, regardless?

-Skeld

Nope, subscriber shipping starts normally on july 31st (including all Starfinder products) and i bet that you will be among the first to be able to download the pdfs, as usual. ;-)

Thx again for all the time you spend informing us non-subscribers of what to expect. :-)

That'd be nice. Since they bin up the subs/orders for efficiency, we don't know what the addition of new subs will do to the workflow. I might end on the tail end of things.

-Skeld


David knott 242 wrote:
Sadistic GM wrote:
David knott 242 wrote:
Captain The Hoff wrote:
Does anyone have their copy yet.

Anyone who does is under an NDA.

The earliest anyone can possibly get their subscriber PDFs is a week from today.

How did you get to that day? I'm asking for a friend...

See this thread.

Thank you!

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

Sqqqqquuuuueeeeeeeee!!!! My card was charged, soon....

*waiting intensifies*

Silver Crusade

Me too! Eeeeeeeeeeee!

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

Eeeeeeeeeeee!!!


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Card Game, Class Deck, Companion, Maps, Modules, Roleplaying Game Subscriber; Pathfinder Battles Case Subscriber; Starfinder Charter Superscriber

Soon! Shipping starts on the 31st (I'm not going to Gen Con). I guess we'll see if PDF is delayed until Gen Con or not. I'm probably not going to be first due to having unrelated items in sidecart, so I'll be counting on you Skeld! ;)


Still waiting patiently to do my preorder before GenCon.. Just checked and pickup isnt a listed option yet.


Pathfinder Starfinder Roleplaying Game Subscriber

Woo, my card was charged! But shipping was almost the price of the book again! I don't think I can keep this subscription going.


Derfmancher wrote:
Still waiting patiently to do my preorder before GenCon.. Just checked and pickup isnt a listed option yet.
Sara Marie wrote:
To pick up your August subscription order you must have this option selected by July 26th!

Looks like you missed the deadline.


Sedoriku wrote:
Woo, my card was charged! But shipping was almost the price of the book again! I don't think I can keep this subscription going.

what shipping speed did you pick?


If you didn't choose the one where they deliver it last year you did not choose the right one. Always got to click that time travel option. sure it charges more but boy is it worth it.


Pathfinder Starfinder Roleplaying Game Subscriber
Sadistic GM wrote:
Sedoriku wrote:
Woo, my card was charged! But shipping was almost the price of the book again! I don't think I can keep this subscription going.
what shipping speed did you pick?

The cheapest but international shipping from the US is prohibitively high.


Sedoriku wrote:
Sadistic GM wrote:
Sedoriku wrote:
Woo, my card was charged! But shipping was almost the price of the book again! I don't think I can keep this subscription going.
what shipping speed did you pick?
The cheapest but international shipping from the US is prohibitively high.

Oh international... yeah probably should go with time travel option then talk about pricey.

<Orders 40k books Shipping is redic>


Paizo Superscriber; Pathfinder Tales Subscriber; Starfinder Charter Superscriber
Derfmancher wrote:
Still waiting patiently to do my preorder before GenCon.. Just checked and pickup isnt a listed option yet.

Just to make sure you are aware, pre-order and subscription are not the same. Only subscription orders can be picked up at Gen-Con.


pinvendor wrote:
Derfmancher wrote:
Still waiting patiently to do my preorder before GenCon.. Just checked and pickup isn't a listed option yet.
Just to make sure you are aware, pre-order and subscription are not the same. Only subscription orders can be picked up at Gen-Con.

Welp, either way, looks like "waiting for the July releases" led me to wait too long, and ill be picking it up the hard way at Gencon.

Have we heard if they will be doing a "one copy per person" rule? I have two buddies that aren't going to Gencon that would like me to pick up a copy for them.


2 people marked this as a favorite.
Rysky wrote:

Sqqqqquuuuueeeeeeeee!!!! My card was charged, soon....

*waiting intensifies*

As a non-subscriber, non-pre-orderer, have to wait until August 17th:

ARGHHHHHH!


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

I've found myself looking at my pending order in anticipation from time to time.


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

Sets up tent outside of Skeld's front door for shipping notice.


captain yesterday wrote:
I've found myself looking at my pending order in anticipation from time to time.

Seconded... All weekend!

Silver Crusade

Sooooooon.....


Is it too early to begin hitting refresh....


Yrtalien wrote:
Is it too early to begin hitting refresh....

Sadly yes... Hopefully we get ours shipping out Monday Morning!


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

Their hours are 10 a.m. to 5 p.m. Pacific standard time. :-)


captain yesterday wrote:
Their hours are 10 a.m. to 5 p.m. Pacific standard time. :-)

Only 4.5 hours until they open :D


Pathfinder Starfinder Roleplaying Game Subscriber

Oh boy oh boy


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

Sends the kids inside Skeld's house for lattes while I huddle in the wet morning dew, waiting for my shipping notice.

Grand Lodge

4 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
captain yesterday wrote:
Sends the kids inside Skeld's house for lattes while I huddle in the wet morning dew, waiting for my shipping notice.

Sneaks into the Captain's house and drinks all the milk.


1 person marked this as a favorite.

Soon


so if you only pre-ordered online, is it shipping today? or on the 17th? i pre-ordered on july 10th


Pathfinder Starfinder Roleplaying Game Subscriber

We wait for answers
Soon we we have them
Soon they will have us

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