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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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber
Raspo wrote:

Ouch.

Can't understand why anyone should put 10$ on top of the full price just to get the PDF, but I guess I'll pay nonetheless...

Anyway, thanks for the info ^^

I subscribed and bought the limited edition so I get the PDF regardless, but I agree. At that price point it should come with the free PDF just for supporting the company and buying direct. Thus the only choice being which version do I want.


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

Takes Skeld's trash and recycling to the curb, sends the wife inside for English muffins.

Any day now...


Pathfinder Roleplaying Game Subscriber

*waiting intensifies*

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber; Starfinder Charter Superscriber
Raspo wrote:

Ouch.

Can't understand why anyone should put 10$ on top of the full price just to get the PDF, but I guess I'll pay nonetheless...

Anyway, thanks for the info ^^

I likewise can't understand why anyone who wants the book and the pdf doesn't Just subscribe and get the free pdf.


Pathfinder Starfinder Roleplaying Game Subscriber
Reckless wrote:


I likewise can't understand why anyone who wants the book and the pdf doesn't Just subscribe and get the free pdf.

Commitment issues?


1 person marked this as a favorite.
Reckless wrote:
Raspo wrote:

Ouch.

Can't understand why anyone should put 10$ on top of the full price just to get the PDF, but I guess I'll pay nonetheless...

Anyway, thanks for the info ^^

I likewise can't understand why anyone who wants the book and the pdf doesn't Just subscribe and get the free pdf.

I preordered it from my local store. Support your local gaming store.


Pathfinder Companion, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Reckless wrote:
Raspo wrote:

Ouch.

Can't understand why anyone should put 10$ on top of the full price just to get the PDF, but I guess I'll pay nonetheless...

Anyway, thanks for the info ^^

I likewise can't understand why anyone who wants the book and the pdf doesn't Just subscribe and get the free pdf.

If you look a little earlier, he got the limited edition book, which isn't available with the subscription; if he wanted the free PDF, he'd have to get both the limited edition book and the regular, which would definitely cost even more than shelling out for the PDF.


Starfinder Charter Superscriber
Luthorne wrote:
Reckless wrote:
Raspo wrote:

Ouch.

Can't understand why anyone should put 10$ on top of the full price just to get the PDF, but I guess I'll pay nonetheless...

Anyway, thanks for the info ^^

I likewise can't understand why anyone who wants the book and the pdf doesn't Just subscribe and get the free pdf.

If you look a little earlier, he got the limited edition book, which isn't available with the subscription; if he wanted the free PDF, he'd have to get both the limited edition book and the regular, which would definitely cost even more than shelling out for the PDF.

Yeah, I subbed and then the limited edition was announced, so I’m gifting the ordinary book to a friend.


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

I'd think you might want to keep your limited edition pristine and have a normal copy for everyday use. Unless you use the PDF for that.

Honestly, though, I understand it can be really hard to justify spending that much for what comes down to three copies of the same book.


During sessions I'll use the pdf on my tablet (I'm the GM), hand the players a b/w print in a looseleaf, and keep the Limited Edition One safe as The Holy Relic ^_^

So no triple buy: sorry Paizo but my commitment HAS some limit LOL

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber
Reckless wrote:
Raspo wrote:

Ouch.

Can't understand why anyone should put 10$ on top of the full price just to get the PDF, but I guess I'll pay nonetheless...

Anyway, thanks for the info ^^

I likewise can't understand why anyone who wants the book and the pdf doesn't Just subscribe and get the free pdf.

Because I save about 30 dollar by buying it at a FLGS and the pdf seperately. :)


Pathfinder Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber
Damanta wrote:
Reckless wrote:
Raspo wrote:

Ouch.

Can't understand why anyone should put 10$ on top of the full price just to get the PDF, but I guess I'll pay nonetheless...

Anyway, thanks for the info ^^

I likewise can't understand why anyone who wants the book and the pdf doesn't Just subscribe and get the free pdf.

Because I save about 30 dollar by buying it at a FLGS and the pdf seperately. :)

I used to do that. I only subscribed when I no longer had a FLGS.

Liberty's Edge

Damanta wrote:
Reckless wrote:
Raspo wrote:

Ouch.

Can't understand why anyone should put 10$ on top of the full price just to get the PDF, but I guess I'll pay nonetheless...

Anyway, thanks for the info ^^

I likewise can't understand why anyone who wants the book and the pdf doesn't Just subscribe and get the free pdf.

Because I save about 30 dollar by buying it at a FLGS and the pdf seperately. :)

When you live in the United States and you participate in an English language message board, you can forget that many other participants don't live in your country.

And not living outside of the USA, they have no idea of just how high international shipping costs are, particularly overseas. It's just not something they have to deal with, so they don't think about it.


Pathfinder Starfinder Roleplaying Game Subscriber

Just got an email that said Paizo Inc!

Oh it was a twitter email...

Dark Archive

GIMME MY STARFINDER CORE RULE BOOK!

(ok, got that out of my system, sorry for the yelling)

Paizo Employee Chief Technical Officer

5 people marked this as a favorite.
Bigguyinblack wrote:
Reckless wrote:
Raspo wrote:

Ouch.

Can't understand why anyone should put 10$ on top of the full price just to get the PDF, but I guess I'll pay nonetheless...

Anyway, thanks for the info ^^

I likewise can't understand why anyone who wants the book and the pdf doesn't Just subscribe and get the free pdf.

I preordered it from my local store. Support your local gaming store.

This post offers some of the reasons why we only offer free PDFs with subscriber copies. I don't want to derail this thread from the Starfinder Core Rulebook, so if you feel followup discussion is needed, please post in that thread.

The bottom line is that there are good reasons to buy from us. There are good reasons to subscribe from us. There are good reasons to buy from your local shops. And there are good reasons to buy from other internet retailers. The best answer is to do whatever makes the most sense for you.


Pathfinder Maps, Roleplaying Game Subscriber; Starfinder Charter Superscriber
Vic Wertz wrote:
The bottom line is that there are good reasons to buy from us. There are good reasons to subscribe from us. There are good reasons to buy from your local shops. And there are good reasons to buy from other internet retailers. The best answer is to do whatever makes the most sense for you.

All good points! I need to pick up the AP subscription again. I'm going to be busy for a while running Strange Aeons but there's always other games going and running by friends.

I like that the subscription has benefits like the free PDF and simultaneously Paizo can measure some regularly revenue from those subscribers. Who doesn't like good, solid financial forecasting while also giving its subscriber fan base perks?

I'm eagerly anticipating that ship notification! Very excited to peruse the PDF until my hard cover arrives!


2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Reckless wrote:
Raspo wrote:

Ouch.

Can't understand why anyone should put 10$ on top of the full price just to get the PDF, but I guess I'll pay nonetheless...

Anyway, thanks for the info ^^

I likewise can't understand why anyone who wants the book and the pdf doesn't Just subscribe and get the free pdf.

Because shipping costs to Germany.

Liberty's Edge

SilentInfinity wrote:
Vic Wertz wrote:
The bottom line is that there are good reasons to buy from us. There are good reasons to subscribe from us. There are good reasons to buy from your local shops. And there are good reasons to buy from other internet retailers. The best answer is to do whatever makes the most sense for you.

All good points! I need to pick up the AP subscription again. I'm going to be busy for a while running Strange Aeons but there's always other games going and running by friends.

I like that the subscription has benefits like the free PDF and simultaneously Paizo can measure some regularly revenue from those subscribers. Who doesn't like good, solid financial forecasting while also giving its subscriber fan base perks?

I'm eagerly anticipating that ship notification! Very excited to peruse the PDF until my hard cover arrives!

That's what we are all waiting for :-P


3 people marked this as a favorite.
Starfinder Charter Superscriber

I got my shipping notice. I downloaded the PDF. I don't think I've ever been this early with something like this before.

I hope it wasn't a mistake.

Anyway, I'm willing to give limited, vague answers to specific questions.


I have questions.

Is there a penalty to firing into melee?

Is there an Improved Precise Shot style feat that allows you to ignore cover?

Is the damage on big guns notably decreased when used by small characters?

Is there a feat that makes you better at grapple?

Does the Envoy get an ability that increases the accuracy of all allies?

Paizo Employee Developer, Starfinder Team

4 people marked this as a favorite.

It's a big order to get out so, yeah, some people shipping has now occurred and thus you folks get your pdfs now.
I hope you enjoy the book. :)


1 person marked this as a favorite.
Starfinder Charter Superscriber
Distant Scholar wrote:

I got my shipping notice. I downloaded the PDF. I don't think I've ever been this early with something like this before.

I hope it wasn't a mistake.

Anyway, I'm willing to give limited, vague answers to specific questions.

Are you willing to self-fund an express flight to Australia and give me your book?


Starfinder Charter Superscriber
Bigguyinblack wrote:

I have questions.

Is there a penalty to firing into melee?

Is there an Improved Precise Shot style feat that allows you to ignore cover?

Is the damage on big guns notably decreased when used by small characters?

Is there a feat that makes you better at grapple?

Does the Envoy get an ability that increases the accuracy of all allies?

1. Not that I could find. (Creatures still provide cover.)

2. Not that I could find.
3. Not that I could find. (Damage doesn't seem to change with size at all.)
4. Yes.
5. They can.

I want to click on the chapter titles on the side of the page to go to that chapter. :-)


1 person marked this as a favorite.
Starfinder Charter Superscriber
Jhaeman wrote:
Are you willing to self-fund an express flight to Australia and give me your book?

No.


Very Soon

I hope


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

I can not express how jealous I am of you at this moment lol. Congrats man.. now back to eagerly watching my inbox to no avail.

Grand Lodge

5 people marked this as a favorite.
Pathfinder Battles Case Subscriber; Pathfinder Card Game Subscriber; Pathfinder Comics Subscriber
Distant Scholar wrote:
Jhaeman wrote:
Are you willing to self-fund an express flight to Australia and give me your book?
No.

Man, that wasn't vague at all!


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

Since magic has been merged (arcane/divine/psychic), do the mystic and technomancer have different spell lists, or just different class features other than spellcasting?


Starfinder Charter Superscriber
HammerJack wrote:
Since magic has been merged (arcane/divine/psychic), do the mystic and technomancer have different spell lists, or just different class features other than spellcasting?

They have different spell lists.


1) What sort of abilities does the Bounty Hunter theme grant?

2) What do the Operative Specializations look like? do any of them seem to have a "ninja-like" feel?

3) What can you share about the Soldier's Fighting Styles? are they mostly passive abilities or do they grant things like special attacks and such?


What is the most interesting piece of information you've found so far?

Are there any pieces of equipment with awesome names?

Roughly how many spaceships are there?

Scarab Sages

Pathfinder Starfinder Roleplaying Game Subscriber

How are blindsense and blindsight treated? No need to be too specific, but from what I've gathered, they're generally a catch-all for things such as scent, thoughtsense, etc.

Also, is there a soldier specialization that favors dex-based melee options? Or would that be more the area of operative?

Congrats on the early pdf, so jealous *-*

Scarab Sages

Pathfinder Starfinder Roleplaying Game Subscriber

OH OH ALSO HOW MUCH INFORMATION ON SPACE HELLKNIGHTS ARE THERE


Starfinder Charter Superscriber
SquishyPoetFromBeyondTheStars wrote:

1) What sort of abilities does the Bounty Hunter theme grant?

2) What do the Operative Specializations look like? do any of them seem to have a "ninja-like" feel?

3) What can you share about the Soldier's Fighting Styles? are they mostly passive abilities or do they grant things like special attacks and such?

1) Bounty hunter makes it easier to find and follow your "mark", in a variety of ways.

2) At least two specializations could be interpreted as "ninja-like", depending on what "ninja-like" means to you.

3) I would say some fighting styles grant special attacks.


Pathfinder Roleplaying Game Subscriber; Starfinder Charter Superscriber

I am chartreuse with envy right now. Order processed last week but no pdf!


Starfinder Charter Superscriber
Dansome wrote:

What is the most interesting piece of information you've found so far?

Are there any pieces of equipment with awesome names?

Roughly how many spaceships are there?

1.) The Equipment chapter is larger than the Magic and Spells chapter.

2.) Yes. :-) [thunderstrike pulse gauntlet, bespoke echelon fashion, jarlslayer, ring of cosmic alignment]

3.) About fifteen example ships; about a dozen base frames to build your own.


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

I would also like to ask if the mechanic's exocortex option grants extra "active" abilities, like new equipment hacking options, or if it is all passive bonuses, like the proficiencies that it grants, or skill bonuses.

Dark Archive

Steve Geddes wrote:
Tabletop Prophet wrote:
Will Starfinder have an OGL?

It is being released under the OGL (the same one that allowed Pathfinder to be published).

There is also. a Starfinder Compatibility License that third party publishers can use to produce OGL content which is compatible with it.

Thanks, I'm halting my TPP project until I see Starfinder and this is very encouraging. It will be more work than using pathfinder, but I think the system will be much more accessible if they only have to purchase my setting book and Starfinder Core Rulebook to play my setting, as opposed to Pathfinder, where I would be expected to find a place for most of the bloat Pathfinder has accumulated.


Starfinder Charter Superscriber
UllarWarlord wrote:

How are blindsense and blindsight treated? No need to be too specific, but from what I've gathered, they're generally a catch-all for things such as scent, thoughtsense, etc.

Also, is there a soldier specialization that favors dex-based melee options? Or would that be more the area of operative?

OH OH ALSO HOW MUCH INFORMATION ON SPACE HELLKNIGHTS ARE THERE

Congrats on the early pdf, so jealous *-*

1.) Yes, they're catch-all terms.

2.) No Dex-based melee options. Speed and movement, yes.

3.) One page.


Starfinder Charter Superscriber
HammerJack wrote:
I would also like to ask if the mechanic's exocortex option grants extra "active" abilities, like new equipment hacking options, or if it is all passive bonuses, like the proficiencies that it grants, or skill bonuses.

I would say yes.


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

What are the ability score adjustments for Vesk?

Do Kasatha have any abilty score penalty now?


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

Oi! How lucky you are, Distant Scholar! Many thanks!

How many vehicles are there? War walkers, hovercars, hoverbikes, and tanks have been implied at one point or another, if I remember accurately, so I imagine two pages at least.

Does the setting section give much description of other stellar civilizations, such as the Azlanti Empire or the Veskarium? How much galactic history is written up, and is there a timeline?

Do spells seem more powerful, less, or about unchanged from their Pathfinder counterparts? (damage output, save defenses, etc)

Liberty's Edge

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

How big is the ship to ship combat section? 5 pages, 10, 20?


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Starfinder Charter Superscriber
David knott 242 wrote:

What are the ability score adjustments for Vesk?

Do Kasatha have any abilty score penalty now?

1.) +2 Str/+2 Con/-2 Int (did we know that already?)

2.) Yes.


1 person marked this as a favorite.
Starfinder Charter Superscriber
Opsylum wrote:

Oi! How lucky you are, Distant Scholar! Many thanks!

How many vehicles are there? War walkers, hovercars, hoverbikes, and tanks have been implied at one point or another, if I remember accurately, so I imagine two pages at least.

Does the setting section give much description of other stellar civilizations, such as the Azlanti Empire or the Veskarium? How much galactic history is written up, and is there a timeline?

Do spells seem more powerful, less, or about unchanged from their Pathfinder counterparts? (damage output, save defenses, etc)

0.) Yes, I am lucky.

1.) Two pages for vehicles, not counting starships. No tanks.

2.) There is a short visual timeline (only 317 years since the Gap). Systems/empires outside the main system get half a page, including the Veskarium and the Romulan Azlanti Star Empire.

3.) Damaging spells, in general, do more damage. I didn't see any spells that added +N to AC, saves, attack rolls, etc.


Starfinder Charter Superscriber
DrSwordopolis wrote:
How big is the ship to ship combat section? 5 pages, 10, 20?

About 10.

The Exchange

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

do we have race based feats? Theme beased feats?


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

What kind of coverage to other races such as Elves and Dwarves etc.(the old standard races) get?


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Starfinder Charter Superscriber
GeneticDrift wrote:

do we have race based feats? Theme beased feats?

I don't see any. One feat does require 4 or more arms, though.

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