paizo.com Recent Reviews of Starfinder Pact Worldspaizo.com Recent Reviews of Starfinder Pact Worlds2024-01-19T19:59:39Z2024-01-19T19:59:39ZStarfinder Pact Worlds (5 stars)Mimskihttps://paizo.com/products/btpy9zkn?Starfinder-Pact-Worlds2021-10-25T10:52:10Z...Mimski2021-10-25T10:52:10ZStarfinder Pact Worlds: Good splat. Need to continuity fact-check the Hellknights (4 stars)Leon Aquillahttps://paizo.com/products/btpy9zkn?Starfinder-Pact-Worlds2021-10-08T13:36:29Z<p><b>Starfinder Pact Worlds</b></p><p>This splat definitely reflects Joe Pasini's philosophy of "Something for everyone". I especially appreciated the NPC blocks for various soldiers and other factional members, very useful. Wish Near Space had the same! </p>
<p>The only hang-up I have is that there is implied tension in the Pact Worlds, say , between the Hellknights and Iomedaens/Knights of Golarion but it's never really explained how this conflict might play out given that The Stewards enforce a <a href="https://www.youtube.com/watch?v=5W75QxHgpoM" target="_blank" rel="nofollow">NO FIGHTING</a> rule.</p>
<p>EDIT 6/25/2022: </p>
<p>Okay, that's not the only critique I have. There are a couple other issues with the Hellknights. </p>
<p>First is rather pedantic - the Hellknight armor list should read: </p>
<p>Armiger (Level 2)
<br />
Paralictor (Level 5)
<br />
Maralictor (Level 9)
<br />
Lictor (Level 14) </p>
<p>Because that's the traditional Hellknight hierarchy as shown in Path of the Hellknight. Instead it reads </p>
<p>Armiger (Level 2)
<br />
Paralictor (Level 9)
<br />
Maralictor (Level 14)
<br />
Lictor (Level 5) </p>
<p>Sad! </p>
<p>The other thing is this — the star Knight (Hell Knight) feat grants you heavy armor proficiency at level 2. But <b>every single Hellknight NPC</b> in this book uses D-Suit III's. Light armor! Whyyyyy? I can understand the Signifers, but why would the Hellknight Commander or the Armigers not use the Hellknight Plate?!</p><p><b>Starfinder Pact Worlds</b></p><p>This splat definitely reflects Joe Pasini's philosophy of "Something for everyone". I especially appreciated the NPC blocks for various soldiers and other factional members, very useful. Wish Near Space had the same! </p>
<p>The only hang-up I have is that there is implied tension in the Pact Worlds, say , between the Hellknights and Iomedaens/Knights of Golarion but it's never really explained how this conflict might play out given that The Stewards enforce a <a href="https://www.youtube.com/watch?v=5W75QxHgpoM" target="_blank" rel="nofollow">NO FIGHTING</a> rule.</p>
<p>EDIT 6/25/2022: </p>
<p>Okay, that's not the only critique I have. There are a couple other issues with the Hellknights. </p>
<p>First is rather pedantic - the Hellknight armor list should read: </p>
<p>Armiger (Level 2)
<br />
Paralictor (Level 5)
<br />
Maralictor (Level 9)
<br />
Lictor (Level 14) </p>
<p>Because that's the traditional Hellknight hierarchy as shown in Path of the Hellknight. Instead it reads </p>
<p>Armiger (Level 2)
<br />
Paralictor (Level 9)
<br />
Maralictor (Level 14)
<br />
Lictor (Level 5) </p>
<p>Sad! </p>
<p>The other thing is this — the star Knight (Hell Knight) feat grants you heavy armor proficiency at level 2. But <b>every single Hellknight NPC</b> in this book uses D-Suit III's. Light armor! Whyyyyy? I can understand the Signifers, but why would the Hellknight Commander or the Armigers not use the Hellknight Plate?!</p>Leon Aquilla2021-10-08T13:36:29ZStarfinder Pact Worlds: Great for both GMs & Players (5 stars)Jhaemanhttps://paizo.com/products/btpy9zkn?Starfinder-Pact-Worlds2020-05-15T07:05:44Z<p><b>Starfinder Pact Worlds</b></p><p>If someone were interested in Starfinder, the first three books I'd recommend they buy would be the <i>Core Rulebook</i>, the <i>Alien Archive</i>, and <b><i>Pact Worlds</b></i>. The first one gives the rules, the second one gives the adversaries and allies, and the third one gives the setting. <b><i>Pact Worlds</b></i> is a 216-page hardcover book primarily intended to provide a detailed overview of each of the planets in the setting's main star system. In addition, the book introduces several new starships, NPC stat blocks, and some player options like new archetypes, playable races, and weapons. The artwork and layout are really pretty, though the book is a bit pricey given its length. Still, I consider it a nearly essential buy for GMs looking to add depth and richness to their Starfinder games.</p>
<p>The book starts with a four-page introduction, "Welcome to the Pact Worlds", that provides a nice, readable summary of the general government, economy, and culture of the system. Some key historical events are put into perspective, which is something I appreciated. For example, the alliance with the Vesk is a relatively recent phenomenon after decades of war, and there are still some tensions there. The description of the Stewards was interesting, and one gets the sense that they're essentially Jedi Knights, roaming the galaxy and settling local disputes. Economy-wise, it seems capitalism runs unbridled, which probably makes for a good setting for adventurers even if it's a bit depressing to imagine.</p>
<p>Chapter 1, "The Worlds", weighs in at 140 pages and is by far the longest chapter. Each of the planets in the Pact Worlds receives ten pages of coverage broken down into the subheadings of Geography, Residents, Society, Conflicts and Threats, and Notable Locations. A one-page map of each planet is provided, but there's something about them that just doesn't look right to me. Each world-entry then concludes with a new character theme suitable for PCs from that planet. Here are the worlds covered:</p>
<p>• The Sun: Far from simply a source of light, heat, and gravity, the Pact World's sun is the home to the "Burning Archipelago", a collection of "force bubble" cities and tunnels of mysterious origin. The various cities are controlled by different groups, and there are several mysteries (such as why the lashunta feel psychic emanations of paranoia, or whether institutions like the "Sun Atlas" or "Deep Cultures Institute" are correct that there may be civilisations within the sun itself). Overall, it's a clever way to make the sun itself an interesting place to have adventures. Now that I'm preparing the <i>Dawn of Flame</i> adventure path, I appreciate it even more. As for the theme: the Solar Disciple has benefits so minor as to be completely forgotten by most players.</p>
<p>• Aballon: A world of megacities inhabited primarily by anacites—sentient robots. Aballon is a major manufacturing center in the Pact Worlds. Although I still don't have a very good picture of what individual anacites are like when encountered as NPCs, there are some surprisingly interesting plot hooks written into this section: the mysteries of the First Ones, the political ramifications of the Machine Court, or the riddle of PreceptumXIII, a megacity constantly built and destroyed. I could actually see a campaign here. The new theme, Roboticist, is one I've actually used for a character and it's reasonably good as far as themes go.</p>
<p>• Castrovel: A planet with an interesting mix of continents occupied by lashunta, formians, and elves, as well as an array of wild, dinosaur-sized beasts. There are some potential political/intrigue plot threads a GM could work with, given that a war between some of the species just ended. Stories involving any sort of wilderness theme could easily be set here, and setting elements like the Green Faith, the Xenowardens, and more are incorporated. I have some fond memories of adventuring on Castrovel with my barathu envoy, and I wouldn't mind heading back. The new theme, Wild Warden, has very useful and fitting abilities. It's a good model for what themes can offer when done well.</p>
<p>• Absalom Station: This is the most crucial location for most GMs and players, as it's a sort of default setting/home base for a lot of adventures (both adventure paths & Starfinder Society games). Unlike some of the other maps, I do like the top-down view we get of the station here. Absalom Station has some important links to setting lore (the Gap, the Starstone, the Drift), but there's also some good discussion here of local politics and problems: everything from income inequality to gerrymandering to a "Strong Absalom" movement with unfortunate real-world analogues. I particularly liked the Eyeswide Agency (providing psychic investigative services) and the Simar Communion (identical clones who work as spies and assassins!). The new theme is Corporate Agent, which is a good concept and executed in an okay way.</p>
<p>• Akiton: This is the Mars or Tattooine analogue, a difficult rocky desert wasteland in decline. It's perfect for some <i>Firefly</i>-style space cowboy adventuring. An interesting mix of 5 species (hylki, ysoki, contemplatives, ikeshti, and shobhads) inhabit the planet. There's a ton of great little adventure hooks littered throughout the section, such as extensive wrecks left sometime during the Gap, a flying tourist attraction called Five Tines Fortress, and (in a shout-out to an early SFS scenario), old thasteron mines. The new theme is Gladiator, which is okay.</p>
<p>• Verces: The most technologically advanced of the Pact Worlds, Verces is a place where human augmentation is extensive. It's also the politically most advanced world, and served as the model for both the Stewards and the Pact Worlds system of government. I didn't quite get a picture on what adventuring on the planet would be like, however. The new theme, Cyberborn, is rarely going to be meaningful in practice.</p>
<p>• Idari: This world-ship was the means by which kasatha came to the Pact Worlds. There's a surprising number of lakes and variety of ecosystems within the vessel. A number of factions are in play in the Idari, which raises several natural story possibilities. I like the feel of the place and there's a lot of material to work with, though there are few obvious adventure hooks. The new theme is Tempered Pilgrim, which is what kasatha are called when they go on a yearlong walkabout to learn about new cultures. It has pretty good features.</p>
<p>• The Diaspora: A huge, lawless asteroid belt full of tons of great adventure hooks. My favourites are the Abattoir and the Hum, both classic science-fiction/horror set ups. If you're interested in pirates, dwarves, or sarcesians, the Diaspora is the place to be. I liked the write-up for Songbird Station and the shout-out to Strawberry Machine Cake. It's nice to see crossover with SFS scenarios. The new Space Pirate theme has some pretty useful abilities.</p>
<p>• Eox: This is a cool concept: a planet ruled entirely by intelligent undead after an apocalypse killed most of the living. There's good places for exploring (like the Lacustria Sea), plenty of opportunity for random encounters (from feral undead), room for political machinations (with the Bone Sages), and the classic reality-t.v. horror of the Halls of the Living (plus Zo!). I've used the Death-Touched theme in a game, and it was fine.</p>
<p>• Triaxus: Triaxus is one of those concepts that sounds interesting at first: a planet that has an erratic orbit, meaning winters last centuries and then summers last centuries). But in practice, PCs are only ever going to encounter the long winter season unless they travel through time or something. The natives are ryphorians, and dragons are a common feature (with dragon-kin sort of in-between). There's frankly not much here that I found exciting or that stuck out at me. The Dragonblood theme looks solid, however.</p>
<p>• Liavara: Formally a protectorate (not an independent member of the Pact Worlds), this gas giant proved more interesting than I expected. Some of its settled moons like Arkanen and Nchak have potential, and the adventure hooks here are solid. The Dream Prophet theme isn't bad, especially the 12th level ability.</p>
<p>• Bretheda: Another gas giant, but this one is home to my favourite floating jellyfish aliens, the barathu. Its moons hold kalo, haan, and some other important species. The "kalo fashionista" pic on page 123 cracks me up. I like the story seed with a creeping, fatal fungal infestation among barathu called the Laoe Araae that threatens to spread to other species. I could see an adventure involving finding a cure for it. I also like the moon Yashu-Indiri, in which monks have built shrines to abandoned, dead, or otherwise forgotten deities—including those that received widespread worship prior to the Gap, like Torag and Cayden Cailean. The new Biotechnician theme is solid.</p>
<p>• Apostae: Drow! This artificial planetoid has a (mostly) inaccessible interior, and there's plenty of story to be had in PCs trying to figure out how to open one of the doors (and then exploring whatever fantastical things it leads to). Special shout-out to Nightarch, site of an epic SFS scenario I ran that lasted until 3 a.m. and led to an 80% TPK. Good times! The new Xenoarchaeologist theme has probably the best special ability of any theme I've seen: Trap Spotter (just like in Pathfinder, a free chance to spot traps just by walking near them).</p>
<p>• Aucturn: This planet is not for tourists. It's a mutating, pulsing, toxic planet that can change to fill whatever needs the GM has for it. The site of battles between the Dominion of the Black and cultists of the Great Old Ones, this is a planet with a clear Lovecraftian theme. Mad recluses, warlords, monstrous things, and more are here. The image of Carsai the King is very cool. I'm not a fan of the new theme, Cultist, as it comes across as very generic.</p>
<p>Chapter 2 is "Starships" and comes in at 16 pages. We get a better explanation of the Drift, though I still find it's a feature under-utilized in the system (and I still wonder whether communication in or out of the Drift is possible). Some new starship options are introduced, such as biomechanical ships (simple but cool), drift shadow projectors (akin to interdictor ships in Star Wars), and more. Overall, I like the new options—some are necessary "bread and butter" ones left out of the <i>Core Rulebook</i>, while others show some good creativity. Stats (and good artwork) are given for new ships for Aballonians, Hellknights, Iomedaeans, Vercites, and Xenowardens.</p>
<p>Chapter 3 is "Supporting Cast" and also weighs in at 16 pages. This is effectively like a mini-NPC Codex. It contains stat blocks (and alteration suggestions) for a variety of NPCs that a GM might need at a moment's notice: Cultists, Free Captains, Hellknights, Mercenaries, Security Forces, and Street Gangs. I find material like this incredibly useful, and I like how it also saves space for writers of SFS scenarios and APs.</p>
<p>Chapter 4 is "Player Options" (35 pages). There's a lot here: new archetypes, feats, weapons, armor, items, spells, and races.</p>
<p>Six new archetypes are introduced here, though (unfortunately, to my mind) no actual affiliation with the related organisation is necessary in order to take them. The six are Arcanimirium Sage (really good, and perhaps most interesting for non-spellcasters), Divine Champion (kind of bland, though Divine Judgement is very useful), Skyfire Centurion (some good abilities, though it seems to demean the bonding process), Star Knight (interesting and I like the variations), Starfinder Data Jockey (bland and makes it easy to use an already overpowered skill, Computers, in place of other skills), and Steward Officer (Demand Surrender is too late and too weak). </p>
<p>Eight new feats are introduced. Some are fairly underwhelming (like the stage magic line), but some of the Divine Blessings (which vary depending on which deity worshipped) are pretty awesome (one lets you overcome immunity to a particular type of energy!).</p>
<p>Regarding the new equipment, there were a few things that stood out to me. Some of them have become almost commonplace in games, like magboots and library chips (way overpowered for their trivial cost). Others just look fun, like magical energy drinks and motospheres. This is the section that allowed my descent thruster-equipped character to •very slowly• fall into a pool of acid and die horribly.</p>
<p>As a preface to the new spells, a little blurb explains who and how they were created (in-game). I loved this, and wish we got more. It really adds to the flavour. Anyway, this section introduces the "junk" line of spells and a few others. One of them, <i>control atmosphere</i>, would definitely have its uses.</p>
<p>Finally, six new playable races are introduced: astrazoans, bantrids (cool origin and flavour), borais, khizars (kind of bland), SROs, and strix. I've actually played two of these.</p>
<p>And that's the book! It's not perfect, but on the whole I think it's an excellent overview of the setting and provides a lot for both GMs and players to take advantage of. I'd definitely recommend it.</p><p><b>Starfinder Pact Worlds</b></p><p>If someone were interested in Starfinder, the first three books I'd recommend they buy would be the <i>Core Rulebook</i>, the <i>Alien Archive</i>, and <b><i>Pact Worlds</b></i>. The first one gives the rules, the second one gives the adversaries and allies, and the third one gives the setting. <b><i>Pact Worlds</b></i> is a 216-page hardcover book primarily intended to provide a detailed overview of each of the planets in the setting's main star system. In addition, the book introduces several new starships, NPC stat blocks, and some player options like new archetypes, playable races, and weapons. The artwork and layout are really pretty, though the book is a bit pricey given its length. Still, I consider it a nearly essential buy for GMs looking to add depth and richness to their Starfinder games.</p>
<p>The book starts with a four-page introduction, "Welcome to the Pact Worlds", that provides a nice, readable summary of the general government, economy, and culture of the system. Some key historical events are put into perspective, which is something I appreciated. For example, the alliance with the Vesk is a relatively recent phenomenon after decades of war, and there are still some tensions there. The description of the Stewards was interesting, and one gets the sense that they're essentially Jedi Knights, roaming the galaxy and settling local disputes. Economy-wise, it seems capitalism runs unbridled, which probably makes for a good setting for adventurers even if it's a bit depressing to imagine.</p>
<p>Chapter 1, "The Worlds", weighs in at 140 pages and is by far the longest chapter. Each of the planets in the Pact Worlds receives ten pages of coverage broken down into the subheadings of Geography, Residents, Society, Conflicts and Threats, and Notable Locations. A one-page map of each planet is provided, but there's something about them that just doesn't look right to me. Each world-entry then concludes with a new character theme suitable for PCs from that planet. Here are the worlds covered:</p>
<p>• The Sun: Far from simply a source of light, heat, and gravity, the Pact World's sun is the home to the "Burning Archipelago", a collection of "force bubble" cities and tunnels of mysterious origin. The various cities are controlled by different groups, and there are several mysteries (such as why the lashunta feel psychic emanations of paranoia, or whether institutions like the "Sun Atlas" or "Deep Cultures Institute" are correct that there may be civilisations within the sun itself). Overall, it's a clever way to make the sun itself an interesting place to have adventures. Now that I'm preparing the <i>Dawn of Flame</i> adventure path, I appreciate it even more. As for the theme: the Solar Disciple has benefits so minor as to be completely forgotten by most players.</p>
<p>• Aballon: A world of megacities inhabited primarily by anacites—sentient robots. Aballon is a major manufacturing center in the Pact Worlds. Although I still don't have a very good picture of what individual anacites are like when encountered as NPCs, there are some surprisingly interesting plot hooks written into this section: the mysteries of the First Ones, the political ramifications of the Machine Court, or the riddle of PreceptumXIII, a megacity constantly built and destroyed. I could actually see a campaign here. The new theme, Roboticist, is one I've actually used for a character and it's reasonably good as far as themes go.</p>
<p>• Castrovel: A planet with an interesting mix of continents occupied by lashunta, formians, and elves, as well as an array of wild, dinosaur-sized beasts. There are some potential political/intrigue plot threads a GM could work with, given that a war between some of the species just ended. Stories involving any sort of wilderness theme could easily be set here, and setting elements like the Green Faith, the Xenowardens, and more are incorporated. I have some fond memories of adventuring on Castrovel with my barathu envoy, and I wouldn't mind heading back. The new theme, Wild Warden, has very useful and fitting abilities. It's a good model for what themes can offer when done well.</p>
<p>• Absalom Station: This is the most crucial location for most GMs and players, as it's a sort of default setting/home base for a lot of adventures (both adventure paths & Starfinder Society games). Unlike some of the other maps, I do like the top-down view we get of the station here. Absalom Station has some important links to setting lore (the Gap, the Starstone, the Drift), but there's also some good discussion here of local politics and problems: everything from income inequality to gerrymandering to a "Strong Absalom" movement with unfortunate real-world analogues. I particularly liked the Eyeswide Agency (providing psychic investigative services) and the Simar Communion (identical clones who work as spies and assassins!). The new theme is Corporate Agent, which is a good concept and executed in an okay way.</p>
<p>• Akiton: This is the Mars or Tattooine analogue, a difficult rocky desert wasteland in decline. It's perfect for some <i>Firefly</i>-style space cowboy adventuring. An interesting mix of 5 species (hylki, ysoki, contemplatives, ikeshti, and shobhads) inhabit the planet. There's a ton of great little adventure hooks littered throughout the section, such as extensive wrecks left sometime during the Gap, a flying tourist attraction called Five Tines Fortress, and (in a shout-out to an early SFS scenario), old thasteron mines. The new theme is Gladiator, which is okay.</p>
<p>• Verces: The most technologically advanced of the Pact Worlds, Verces is a place where human augmentation is extensive. It's also the politically most advanced world, and served as the model for both the Stewards and the Pact Worlds system of government. I didn't quite get a picture on what adventuring on the planet would be like, however. The new theme, Cyberborn, is rarely going to be meaningful in practice.</p>
<p>• Idari: This world-ship was the means by which kasatha came to the Pact Worlds. There's a surprising number of lakes and variety of ecosystems within the vessel. A number of factions are in play in the Idari, which raises several natural story possibilities. I like the feel of the place and there's a lot of material to work with, though there are few obvious adventure hooks. The new theme is Tempered Pilgrim, which is what kasatha are called when they go on a yearlong walkabout to learn about new cultures. It has pretty good features.</p>
<p>• The Diaspora: A huge, lawless asteroid belt full of tons of great adventure hooks. My favourites are the Abattoir and the Hum, both classic science-fiction/horror set ups. If you're interested in pirates, dwarves, or sarcesians, the Diaspora is the place to be. I liked the write-up for Songbird Station and the shout-out to Strawberry Machine Cake. It's nice to see crossover with SFS scenarios. The new Space Pirate theme has some pretty useful abilities.</p>
<p>• Eox: This is a cool concept: a planet ruled entirely by intelligent undead after an apocalypse killed most of the living. There's good places for exploring (like the Lacustria Sea), plenty of opportunity for random encounters (from feral undead), room for political machinations (with the Bone Sages), and the classic reality-t.v. horror of the Halls of the Living (plus Zo!). I've used the Death-Touched theme in a game, and it was fine.</p>
<p>• Triaxus: Triaxus is one of those concepts that sounds interesting at first: a planet that has an erratic orbit, meaning winters last centuries and then summers last centuries). But in practice, PCs are only ever going to encounter the long winter season unless they travel through time or something. The natives are ryphorians, and dragons are a common feature (with dragon-kin sort of in-between). There's frankly not much here that I found exciting or that stuck out at me. The Dragonblood theme looks solid, however.</p>
<p>• Liavara: Formally a protectorate (not an independent member of the Pact Worlds), this gas giant proved more interesting than I expected. Some of its settled moons like Arkanen and Nchak have potential, and the adventure hooks here are solid. The Dream Prophet theme isn't bad, especially the 12th level ability.</p>
<p>• Bretheda: Another gas giant, but this one is home to my favourite floating jellyfish aliens, the barathu. Its moons hold kalo, haan, and some other important species. The "kalo fashionista" pic on page 123 cracks me up. I like the story seed with a creeping, fatal fungal infestation among barathu called the Laoe Araae that threatens to spread to other species. I could see an adventure involving finding a cure for it. I also like the moon Yashu-Indiri, in which monks have built shrines to abandoned, dead, or otherwise forgotten deities—including those that received widespread worship prior to the Gap, like Torag and Cayden Cailean. The new Biotechnician theme is solid.</p>
<p>• Apostae: Drow! This artificial planetoid has a (mostly) inaccessible interior, and there's plenty of story to be had in PCs trying to figure out how to open one of the doors (and then exploring whatever fantastical things it leads to). Special shout-out to Nightarch, site of an epic SFS scenario I ran that lasted until 3 a.m. and led to an 80% TPK. Good times! The new Xenoarchaeologist theme has probably the best special ability of any theme I've seen: Trap Spotter (just like in Pathfinder, a free chance to spot traps just by walking near them).</p>
<p>• Aucturn: This planet is not for tourists. It's a mutating, pulsing, toxic planet that can change to fill whatever needs the GM has for it. The site of battles between the Dominion of the Black and cultists of the Great Old Ones, this is a planet with a clear Lovecraftian theme. Mad recluses, warlords, monstrous things, and more are here. The image of Carsai the King is very cool. I'm not a fan of the new theme, Cultist, as it comes across as very generic.</p>
<p>Chapter 2 is "Starships" and comes in at 16 pages. We get a better explanation of the Drift, though I still find it's a feature under-utilized in the system (and I still wonder whether communication in or out of the Drift is possible). Some new starship options are introduced, such as biomechanical ships (simple but cool), drift shadow projectors (akin to interdictor ships in Star Wars), and more. Overall, I like the new options—some are necessary "bread and butter" ones left out of the <i>Core Rulebook</i>, while others show some good creativity. Stats (and good artwork) are given for new ships for Aballonians, Hellknights, Iomedaeans, Vercites, and Xenowardens.</p>
<p>Chapter 3 is "Supporting Cast" and also weighs in at 16 pages. This is effectively like a mini-NPC Codex. It contains stat blocks (and alteration suggestions) for a variety of NPCs that a GM might need at a moment's notice: Cultists, Free Captains, Hellknights, Mercenaries, Security Forces, and Street Gangs. I find material like this incredibly useful, and I like how it also saves space for writers of SFS scenarios and APs.</p>
<p>Chapter 4 is "Player Options" (35 pages). There's a lot here: new archetypes, feats, weapons, armor, items, spells, and races.</p>
<p>Six new archetypes are introduced here, though (unfortunately, to my mind) no actual affiliation with the related organisation is necessary in order to take them. The six are Arcanimirium Sage (really good, and perhaps most interesting for non-spellcasters), Divine Champion (kind of bland, though Divine Judgement is very useful), Skyfire Centurion (some good abilities, though it seems to demean the bonding process), Star Knight (interesting and I like the variations), Starfinder Data Jockey (bland and makes it easy to use an already overpowered skill, Computers, in place of other skills), and Steward Officer (Demand Surrender is too late and too weak). </p>
<p>Eight new feats are introduced. Some are fairly underwhelming (like the stage magic line), but some of the Divine Blessings (which vary depending on which deity worshipped) are pretty awesome (one lets you overcome immunity to a particular type of energy!).</p>
<p>Regarding the new equipment, there were a few things that stood out to me. Some of them have become almost commonplace in games, like magboots and library chips (way overpowered for their trivial cost). Others just look fun, like magical energy drinks and motospheres. This is the section that allowed my descent thruster-equipped character to •very slowly• fall into a pool of acid and die horribly.</p>
<p>As a preface to the new spells, a little blurb explains who and how they were created (in-game). I loved this, and wish we got more. It really adds to the flavour. Anyway, this section introduces the "junk" line of spells and a few others. One of them, <i>control atmosphere</i>, would definitely have its uses.</p>
<p>Finally, six new playable races are introduced: astrazoans, bantrids (cool origin and flavour), borais, khizars (kind of bland), SROs, and strix. I've actually played two of these.</p>
<p>And that's the book! It's not perfect, but on the whole I think it's an excellent overview of the setting and provides a lot for both GMs and players to take advantage of. I'd definitely recommend it.</p>Jhaeman2020-05-15T07:05:44ZStarfinder Pact Worlds: Good Setting Overview. (4 stars)Roger Wadleighhttps://paizo.com/products/btpy9zkn?Starfinder-Pact-Worlds2019-07-02T22:50:19Z<p><b>Starfinder Pact Worlds</b></p><p>I picked this book up in an LGS I play in regularly, and what a great introduction to the Pact Worlds setting. I had played the 'Into The Unknown' introduction adventure, but the lack of exposition made the adventure hard for me to immerse into.</p>
<p>This book makes the setting come alive, and the art compliments the good writing rather than having to make up for any lack in it.</p>
<p>I took away a star for the continuing lack of deckplans for playable ships. In a Sci Fi setting the party's ship fast becomes a character, and the lack of a deckplan is a severe handicap.</p><p><b>Starfinder Pact Worlds</b></p><p>I picked this book up in an LGS I play in regularly, and what a great introduction to the Pact Worlds setting. I had played the 'Into The Unknown' introduction adventure, but the lack of exposition made the adventure hard for me to immerse into.</p>
<p>This book makes the setting come alive, and the art compliments the good writing rather than having to make up for any lack in it.</p>
<p>I took away a star for the continuing lack of deckplans for playable ships. In a Sci Fi setting the party's ship fast becomes a character, and the lack of a deckplan is a severe handicap.</p>Roger Wadleigh2019-07-02T22:50:19ZStarfinder Pact Worlds: Space Worlds (5 stars)Eric Collins - Francehttps://paizo.com/products/btpy9zkn?Starfinder-Pact-Worlds2019-06-14T21:24:25Z<p><b>Starfinder Pact Worlds</b></p><p>A very good, solid, well illustrated, rich... book on the Starfinder setting.
<br />
Great as a DM, as a player to flesh out your character's background.
<br />
Super nice!</p><p><b>Starfinder Pact Worlds</b></p><p>A very good, solid, well illustrated, rich... book on the Starfinder setting.
<br />
Great as a DM, as a player to flesh out your character's background.
<br />
Super nice!</p>Eric Collins - France2019-06-14T21:24:25ZStarfinder Pact Worlds: A great setting book! (5 stars)LotsOfLorehttps://paizo.com/products/btpy9zkn?Starfinder-Pact-Worlds2019-02-14T15:27:52Z<p><b>Starfinder Pact Worlds</b></p><p>Setting books are absolutely crucial for rpgs, in my opinions, it's what defines exactly why you love what you are playing at. For a sci-fantasy game such as this, a rich setting book is even more essential, as you are breaking new ground, and you need to do it in an epic, memorable way. This books does it in spades. The world building, the player hooks (arguably some of the most valuable content of this book), illustrations, playable options, starship travel and types (oh my the starships are gorgeous!), NPCs, factions, equipment, spells... this book has all you need to make the Pact Worlds your home and make them come to life in your mind. Even if your campaign takes place in the Great Beyond, you will still enjoy this book and find its exciting lore, and beautiful narration very useful. It's true that it might not be as rich as Pathfinder's Inner Sea setting book, but I find this one more than fulfilling. Looking forward to expansions for the Great Beyond or even a deep dive into the Drift!</p><p><b>Starfinder Pact Worlds</b></p><p>Setting books are absolutely crucial for rpgs, in my opinions, it's what defines exactly why you love what you are playing at. For a sci-fantasy game such as this, a rich setting book is even more essential, as you are breaking new ground, and you need to do it in an epic, memorable way. This books does it in spades. The world building, the player hooks (arguably some of the most valuable content of this book), illustrations, playable options, starship travel and types (oh my the starships are gorgeous!), NPCs, factions, equipment, spells... this book has all you need to make the Pact Worlds your home and make them come to life in your mind. Even if your campaign takes place in the Great Beyond, you will still enjoy this book and find its exciting lore, and beautiful narration very useful. It's true that it might not be as rich as Pathfinder's Inner Sea setting book, but I find this one more than fulfilling. Looking forward to expansions for the Great Beyond or even a deep dive into the Drift!</p>LotsOfLore2019-02-14T15:27:52ZStarfinder Pact Worlds: I love this book (5 stars)Tazerahttps://paizo.com/products/btpy9zkn?Starfinder-Pact-Worlds2018-12-05T05:54:04Z<p><b>Starfinder Pact Worlds</b></p><p>Starfinder has become my favourite rpg so far, right after Pathfinder... One of the things I love the most is the lore, so this book is full with it, think your Campaign Setting book... while not as big as the Inner Sea Wolrd Guide, aldo of my favourite books, still is a good purchase. I would just love if the Starfinder books would be as big as the Pathfinder, or at least, if they are not the same size, then they should not be sold at the same price. Anyway, great book, a must if you are planning to play Starfinder in the core setting which, by the way, is awesome!</p><p><b>Starfinder Pact Worlds</b></p><p>Starfinder has become my favourite rpg so far, right after Pathfinder... One of the things I love the most is the lore, so this book is full with it, think your Campaign Setting book... while not as big as the Inner Sea Wolrd Guide, aldo of my favourite books, still is a good purchase. I would just love if the Starfinder books would be as big as the Pathfinder, or at least, if they are not the same size, then they should not be sold at the same price. Anyway, great book, a must if you are planning to play Starfinder in the core setting which, by the way, is awesome!</p>Tazera2018-12-05T05:54:04ZStarfinder Pact Worlds (5 stars)Opsylumhttps://paizo.com/products/btpy9zkn?Starfinder-Pact-Worlds2018-11-04T21:02:53Z...Opsylum2018-11-04T21:02:53ZStarfinder Pact Worlds: Perfect companion for running a game in the Pact Worlds! (5 stars)DeathCon 00https://paizo.com/products/btpy9zkn?Starfinder-Pact-Worlds2018-04-27T14:03:41Z<p><b>Starfinder Pact Worlds</b></p><p>This really helped me solidify my image of what each of the major pact worlds is like. Great for GMs and Players!</p><p><b>Starfinder Pact Worlds</b></p><p>This really helped me solidify my image of what each of the major pact worlds is like. Great for GMs and Players!</p>DeathCon 002018-04-27T14:03:41ZStarfinder Pact Worlds: Bloated file and not a lot of content. (2 stars)Michael Hanelinehttps://paizo.com/products/btpy9zkn?Starfinder-Pact-Worlds2018-04-06T01:43:05Z<p><b>Starfinder Pact Worlds</b></p><p>Ok first off, why the HECK is this PDF 250 MB??? I buy PDFs so that I can load them all onto my iPad, but I can't do that if you start bloating these things for no apparent reason. You guys need to fix that ASAP.</p>
<p>Also, it has all the things it says it has in the product description, but just a very small smattering of each. A tiny handful of new spells, a few pages of new equipment, etc. I love fluff, but this book is like 90% fluff and 10% crunch.</p><p><b>Starfinder Pact Worlds</b></p><p>Ok first off, why the HECK is this PDF 250 MB??? I buy PDFs so that I can load them all onto my iPad, but I can't do that if you start bloating these things for no apparent reason. You guys need to fix that ASAP.</p>
<p>Also, it has all the things it says it has in the product description, but just a very small smattering of each. A tiny handful of new spells, a few pages of new equipment, etc. I love fluff, but this book is like 90% fluff and 10% crunch.</p>Michael Haneline2018-04-06T01:43:05ZStarfinder Pact Worlds: Fantastic content (5 stars)OtrovaGomashttps://paizo.com/products/btpy9zkn?Starfinder-Pact-Worlds2018-03-29T00:09:34Z<p><b>Starfinder Pact Worlds</b></p><p>The book is great new options and more flavor rich background, definitely worth to buy
<br />
The one thing that stick out is that Eoxian as a race were promised, but alas this didn't happen, just carefull with the advertisement
<br />
But none the less, great book</p><p><b>Starfinder Pact Worlds</b></p><p>The book is great new options and more flavor rich background, definitely worth to buy
<br />
The one thing that stick out is that Eoxian as a race were promised, but alas this didn't happen, just carefull with the advertisement
<br />
But none the less, great book</p>OtrovaGomas2018-03-29T00:09:34ZStarfinder Pact Worlds: Worth getting. (4 stars)Hugh_Khttps://paizo.com/products/btpy9zkn?Starfinder-Pact-Worlds2018-03-28T16:18:56Z<p><b>Starfinder Pact Worlds</b></p><p>TL;DR: First impressions = Very good fluff, quite good crunch. Could do with a few minor additions, and the hardcover is pricey if you like to do mostly homebrew, but certainly well worth grabbing at least the PDF. </p>
<p>Got this today. Have had a good skim through - Looks like a good go-to book for when my PCs head to anywhere in the pact worlds.
<br />
The gazetteers are really good. Well condensed, considering each has to cover an entire planet's society, but providing a good feel for the places.
<br />
The info is plentiful but leaves enough blank canvas that you can see it 100% as "gospel" and still fit loads of homebrew stuff in where you want (e.g. my group were dealing with a "cloud-whale" hunting operation in the upper atmosphere of Bretheda's northern polar region. Now I've got the book and there's nothing in there about there •not• being such an operation, so I feel totally fine dropping the stuff from this book in around the operation - planets are big, so plenty of room for everyone).
<br />
Plenty of cool info on histories and cultures, organizations and factions. A smattering of gear of all kinds as well as a selection of starships and new ship systems. Some feats, themes and archetypes.</p>
<p>All told, I can see it being a very useful reference for colour and flavour for the myriad locations my players may find themselves, as well as handy info for fleshing out both PCs and NPCs.
<br />
The "supporting cast" section, also, will be handy for off the shelf antagonists and allies.</p>
<p>I would have liked to have seen some sample settlements with smaller scale tactical maps, etc (e.g. a sample formian hive or hellknight fortress) and maybe a selection of statted-up NPCs from each world.</p><p><b>Starfinder Pact Worlds</b></p><p>TL;DR: First impressions = Very good fluff, quite good crunch. Could do with a few minor additions, and the hardcover is pricey if you like to do mostly homebrew, but certainly well worth grabbing at least the PDF. </p>
<p>Got this today. Have had a good skim through - Looks like a good go-to book for when my PCs head to anywhere in the pact worlds.
<br />
The gazetteers are really good. Well condensed, considering each has to cover an entire planet's society, but providing a good feel for the places.
<br />
The info is plentiful but leaves enough blank canvas that you can see it 100% as "gospel" and still fit loads of homebrew stuff in where you want (e.g. my group were dealing with a "cloud-whale" hunting operation in the upper atmosphere of Bretheda's northern polar region. Now I've got the book and there's nothing in there about there •not• being such an operation, so I feel totally fine dropping the stuff from this book in around the operation - planets are big, so plenty of room for everyone).
<br />
Plenty of cool info on histories and cultures, organizations and factions. A smattering of gear of all kinds as well as a selection of starships and new ship systems. Some feats, themes and archetypes.</p>
<p>All told, I can see it being a very useful reference for colour and flavour for the myriad locations my players may find themselves, as well as handy info for fleshing out both PCs and NPCs.
<br />
The "supporting cast" section, also, will be handy for off the shelf antagonists and allies.</p>
<p>I would have liked to have seen some sample settlements with smaller scale tactical maps, etc (e.g. a sample formian hive or hellknight fortress) and maybe a selection of statted-up NPCs from each world.</p>Hugh_K2018-03-28T16:18:56ZStarfinder Pact Worlds: Plagued by Binding Issues yet again (1 star)HB Engineerhttps://paizo.com/products/btpy9zkn?Starfinder-Pact-Worlds2018-03-24T20:44:05Z<p><b>Starfinder Pact Worlds</b></p><p>Was super excited to receive my Pact Worlds copy. Lo and behold, no glue on the binding and the bookblock/signatures are both misaligned and hanging on by threads (literally).</p>
<p>Probably won't be buying more Paizo books unless they change their bindings. Fool me once on the first printing of the Core Rulebook, shame on you, fool me twice with this one, shame on me. </p>
<p>Edit:spelling</p><p><b>Starfinder Pact Worlds</b></p><p>Was super excited to receive my Pact Worlds copy. Lo and behold, no glue on the binding and the bookblock/signatures are both misaligned and hanging on by threads (literally).</p>
<p>Probably won't be buying more Paizo books unless they change their bindings. Fool me once on the first printing of the Core Rulebook, shame on you, fool me twice with this one, shame on me. </p>
<p>Edit:spelling</p>HB Engineer2018-03-24T20:44:05ZStarfinder Pact Worlds: This Was Not the Book I Was Looking For (5 stars)Alayernhttps://paizo.com/products/btpy9zkn?Starfinder-Pact-Worlds2018-03-21T23:03:30Z<p><b>Starfinder Pact Worlds</b></p><p>I've been a <span class=tiny><span class=messageboard-ooc>rabid</span></span> fan of Pathfinder for years. I read book after book, and desperately sought a game, but none of my friends played, and none of them were into epic fantasy like I am. Along comes Starfinder, and it has just enough chrome in it to lure them in. We're about to start the third Dead Suns book.</p>
<p>One thing we've been stumbling around is lack of setting knowledge. When I heard this announced, I drooled at the thought of the <i>Inner Sea World Guide</i> for Starfinder. I had loved the ISWG, it had plenty of juicy oliphant meat for a gm to sink their teeth into.</p>
<p><i>Starfinder: Pact Worlds</i> is not the ISWG, and that's fine with me.</p>
<p><i>Starfinder: Pact Worlds</i> is chock full of detailed information on each planet/planetoid/seedship/station/potential sleeping Great Old One, a bunch of new playable races, and a plethora of player-focused character options; including archetypes, themes, items, and spells.</p>
<p>This was not the book I wanted, but it is the book I need.</p>
<p>The ISWG was too meaty for trepid adventurers. <i>Starfinder: Pact Worlds</i> will be massively more effective at helping me intrigue, befuddle, and awe my players. It will give them the tools and the allies they'll think they need to surmount the infinite darkness.</p>
<p>Thank you, truly, Paizo, for not giving me what I wanted. You've done well by me yet again. I look forward to the next book, and the next, and the next, and the next, and the next,<span class=tiny> and the next, and the next.....</span></p><p><b>Starfinder Pact Worlds</b></p><p>I've been a <span class=tiny><span class=messageboard-ooc>rabid</span></span> fan of Pathfinder for years. I read book after book, and desperately sought a game, but none of my friends played, and none of them were into epic fantasy like I am. Along comes Starfinder, and it has just enough chrome in it to lure them in. We're about to start the third Dead Suns book.</p>
<p>One thing we've been stumbling around is lack of setting knowledge. When I heard this announced, I drooled at the thought of the <i>Inner Sea World Guide</i> for Starfinder. I had loved the ISWG, it had plenty of juicy oliphant meat for a gm to sink their teeth into.</p>
<p><i>Starfinder: Pact Worlds</i> is not the ISWG, and that's fine with me.</p>
<p><i>Starfinder: Pact Worlds</i> is chock full of detailed information on each planet/planetoid/seedship/station/potential sleeping Great Old One, a bunch of new playable races, and a plethora of player-focused character options; including archetypes, themes, items, and spells.</p>
<p>This was not the book I wanted, but it is the book I need.</p>
<p>The ISWG was too meaty for trepid adventurers. <i>Starfinder: Pact Worlds</i> will be massively more effective at helping me intrigue, befuddle, and awe my players. It will give them the tools and the allies they'll think they need to surmount the infinite darkness.</p>
<p>Thank you, truly, Paizo, for not giving me what I wanted. You've done well by me yet again. I look forward to the next book, and the next, and the next, and the next, and the next,<span class=tiny> and the next, and the next.....</span></p>Alayern2018-03-21T23:03:30ZStarfinder Pact Worlds: Something something for the stars! (5 stars)captain yesterdayhttps://paizo.com/products/btpy9zkn?Starfinder-Pact-Worlds2018-03-20T01:32:15Z<p><b>Starfinder Pact Worlds</b></p><p>The artwork alone is worth five stars.</p>
<p>There's also new spaceships, a new theme for every Pact World, and alien Weeble Wobbles.</p><p><b>Starfinder Pact Worlds</b></p><p>The artwork alone is worth five stars.</p>
<p>There's also new spaceships, a new theme for every Pact World, and alien Weeble Wobbles.</p>captain yesterday2018-03-20T01:32:15Z