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Starfarer's Companion (SFRPG) PDF

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A Companion to Adventure Across the Stars!

An expansion to the Starfinder Core Rulebook, adding both classic character concepts and brand new options to expand the variety in your fantastic galaxy!

  • Races—Aasimar, Catfolk, Deoxyians, Dhampirs, Grippli, Ifrit, Kitsune, Kobolds, Mechanoi, Nagaji, Oreads, Samsarans, Suli, Sylphs, Tengu, Tieflings, Undine, Vanaras, Vishkanya, and Wayangs!
  • Classes—Updated versions of the Bard, Cleric, Magus, Paladin, Ranger, and Wizard!
  • Companions—Paladins and rangers have lots of cool companion options.
  • Feats—Support feats for the new class options, plus fun possibilities for characters of any race or class!
  • Computers—New modules and upgrades, plus tons of pregenerated computers to save GMs and players both considerable effort!
  • Starships—More options, and lots of pregenerated Starships to drool over!
  • Spells—7th, 8th, and 9th level spells, plus lots of old favorites brought into the Starfaring Age!
  • And More! All ready for any campaign, but including the flavor needed to integrate smoothly with RGG's Blood Space setting, the background flavor in the Starfarer's Companion can be a stand-alone adventure ground, or just Another Place in the Galaxy of Your Games.

The Starfarer's Companion is written by Alex Augunas and Matt Morris, with the assistance of Matt Banach and Owen K.C. Stephens.

Page Count: 234

Product Availability

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.

PZOPDFRGG0188E


See Also:

Product Discussion (39)
Paizo Employee Community & Digital Content Director

Now available!

Contributor

Thanks, Chris!


Is there a paper copy?


Pathfinder Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber
Arianthe wrote:
Is there a paper copy?

Not yet. Alex Augunas said that they want to be sure that they have cleared up all the typos and other errors before they commit it to print as a hard copy.

Contributor

1 person marked this as a favorite.
David knott 242 wrote:
Arianthe wrote:
Is there a paper copy?

Not yet. Alex Augunas said that they want to be sure that they have cleared up all the typos and other errors before they commit it to print as a hard copy.

Yup. Standard operating procedure for 3PP. :)

We don't have nearly the resources a big company like Paizo has, so things are more likely to slip through. Since we don't want to give you print copies with those errors, it's pretty standard practice to release the PDF, wait about a week to see if there's anything major we missed, and then get those print copies rolling.

DriveThruRPG will have them first. (They have a Print on Demand service.) Once it's ready, we'll send copies to Paizo and to the Open Gaming Store based on demand in those areas. So if you want to buy your print copy here at Paizo, make sure you let us know so we have an idea of how many to stock.

Grand Lodge

1 person marked this as a favorite.
Pathfinder Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Looks good :D Picking this up now, thanks!


Pathfinder Companion Subscriber

What I want is Starfinder classes converted back to Pathfinder. Any chance that's in the works?

Contributor

RicoDetroit wrote:
What I want is Starfinder classes converted back to Pathfinder. Any chance that's in the works?

Owen's talked about it, but we don't have definite plans yet.

Liberty's Edge

RicoDetroit wrote:
What I want is Starfinder classes converted back to Pathfinder. Any chance that's in the works?

Id pay for a "warlord" envoy.


So finished reading this and Blood Space & Moon Dust, and I hotta say, great job guys. Also REALLY looking forward to more about Blood Space, as I really want to use that is a setting in my Starfinder Campaign. Any chance we'll be getting more soon?


I plan on getting this when I get payed again. Is there any sort of follow up in the works?

Contributor

Captain Kuro wrote:
So finished reading this and Blood Space & Moon Dust, and I hotta say, great job guys. Also REALLY looking forward to more about Blood Space, as I really want to use that is a setting in my Starfinder Campaign. Any chance we'll be getting more soon?

Short Answer, there will be more Blood Space.

Long answer: Matt Morris and I are going to do bits and pieces of Blood Space info in small products-mine will be in the Star Log.EM products and Matt Morris's will be in an unannounced product series RGG is going to do. Meanwhile, Matt Banach and I are currently and actively building up to a (roughly) 200 page Blood Space campaign setting guide book that we would like to have published in early 2018. Dates are still in flux, but plans are moving!

Contributor

4 people marked this as a favorite.
Nohwear wrote:
I plan on getting this when I get payed again. Is there any sort of follow up in the works?

Both Owen and I have gone on the record saying we have a work in progress we're calling the Advanced Starfarer's Guide. (Might change "guide" to "companion" based on what RGG wants.)

I don't know what will be in it yet, but people seem to REALLY want monk and Owen wants alchemist, to the point where I wrote a bomb mechanic to prove it could be done in a cool and balanced way for SF.


1 person marked this as a favorite.

Heya folks!
We currently have print copies of this available at DriveThru and the Open Gaming Store, because we can link them directly to our POD accounts. We'll get print copies here, if we can find a way to make that economically viable.
We're working on smaller follow-up[s at the moment, in part so we can give people time to absorb what we've done, and so we can see how the third-party Starfinder-compatible market develops. That said, another big book is definitely something we have our eye on for the future.
If there are specific things you'd love to see in it, by all means let us know!


2 people marked this as a favorite.

A conversion for the Occultist, preferably using hybrid items for Implements.


Heh. That WOULD be cool...

Contributor

1 person marked this as a favorite.

Yeah, that totally WOULD be cool.

I'd also like to do the kineticist some day, but I haven't decided whether it would be easier to try and design something new or update all of the spells so I could convert the talents, or some combination of the two. The kineticist is an amazing beast of a class that's balanced on a razor's edge, after all.


Alexander Augunas wrote:
Nohwear wrote:
I plan on getting this when I get payed again. Is there any sort of follow up in the works?

Both Owen and I have gone on the record saying we have a work in progress we're calling the Advanced Starfarer's Guide. (Might change "guide" to "companion" based on what RGG wants.)

I don't know what will be in it yet, but people seem to REALLY want monk and Owen wants alchemist, to the point where I wrote a bomb mechanic to prove it could be done in a cool and balanced way for SF.

If you're looking for ideas to include in an Advanced Starfarer's Guide, I'd personally love to have inquisitors, sorcerers, and vigilantes included among the classes converted from PFRPG to Starfinder.

Contributor

5 people marked this as a favorite.

This is just my opinion, of course, but I wouldn't do the vigilante as a class. I would (and am) going to do it as a Starfinder archetype. It fits better with the concept and execution of the class. That way I wouldn't need a warlock or a zealot; I would just have a wizard or a cleric with the vigilante archetype.

In fact, you are probably going to hear about me tackling this REALLY soon.


Alexander Augunas wrote:

This is just my opinion, of course, but I wouldn't do the vigilante as a class. I would (and am) going to do it as a Starfinder archetype. It fits better with the concept and execution of the class. That way I wouldn't need a warlock or a zealot; I would just have a wizard or a cleric with the vigilante archetype.

In fact, you are probably going to hear about me tackling this REALLY soon.

I agree, the vigilante's core conceit, it's dual identity, should be available to any character that's willing to make the tradeoffs for it, regardless of their class. I look forward to seeing what you do with it!


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

So what were the changes in the latest update to the PDF? I only caught the fix for the erroneous reference to the spell list for the magus class.

Dark Archive

David knott 242 wrote:

So what were the changes in the latest update to the PDF? I only caught the fix for the erroneous reference to the spell list for the magus class.

Latest fix was a correction in the credits.


I love this!

By the way, please do a mecha sourcebook for Starfinder please!?

I was actually disappointed that Mechwarrior and Gundam were left off the list of things that inspired Starfinder.

:(

It would be cool to see Gundam-like mecha piloted by kitsune!

Contributor

1 person marked this as a favorite.
SCKnightHero1 wrote:

I love this!

By the way, please do a mecha sourcebook for Starfinder please!?

I was actually disappointed that Mechwarrior and Gundam were left off the list of things that inspired Starfinder.

:(

It would be cool to see Gundam-like mecha piloted by kitsune!

I absolutely want to do a mecha book at some point; Iron Blooded Orphans is a huge inspiration for most of my Starfinder works.


Alexander Augunas wrote:
SCKnightHero1 wrote:

I love this!

By the way, please do a mecha sourcebook for Starfinder please!?

I was actually disappointed that Mechwarrior and Gundam were left off the list of things that inspired Starfinder.

:(

It would be cool to see Gundam-like mecha piloted by kitsune!

I absolutely want to do a mecha book at some point; Iron Blooded Orphans is a huge inspiration for most of my Starfinder works.

Sweet!!!!!!!!!

That's wonderful news! I look forward to seeing one get done! Heck if you start a kickstarter I'll be sure to help out!

I've just finished binge watching Iron Blooded Orphans not too long ago and now I'm starting to binge watch Gundam Unicorn and Gundam Seed.

So it would be awesome to if Everyman Games did a Starfinder mecha sourcebook!

In addition to a sourcebook on the Xa-Osoro System. It is a very interesting setting.

Contributor

1 person marked this as a favorite.
SCKnightHero1 wrote:
Sweet!!!!!!!!!

Don't take that as an announcement for anything yet; I have a few other projects on my plate before I'd want to tackle a Mecha product. It was more of an affirmation that mecha totally have a place in Blood Space, and I'm keen on figuring out a good way to make mecha rules work. The tricky part of mechas is that it is difficult to pull it off in a way where your character still matters; a good mecha system doesn't "turn off" your character the minute you hop into a mobile suit. Also, a good mecha system needs to account for the fact that unlike Gundam, the game shouldn't always focus around being in your mecha 24/7. In that way, Guilty Crown might be a better target to shoot for. (One character uses a mecha and her mecha doesn't really stop the other characters from being useful.)

It's a tough line to deal with that likely requires different "tiers" of mecha; some giant robots Gundam-style and some smaller ones for characters who want to use mecha all the time and have them be balanced for ordinary combat. We'll see what we can come up with!


Alexander Augunas wrote:
SCKnightHero1 wrote:
Sweet!!!!!!!!!

Don't take that as an announcement for anything yet; I have a few other projects on my plate before I'd want to tackle a Mecha product. It was more of an affirmation that mecha totally have a place in Blood Space, and I'm keen on figuring out a good way to make mecha rules work. The tricky part of mechas is that it is difficult to pull it off in a way where your character still matters; a good mecha system doesn't "turn off" your character the minute you hop into a mobile suit. Also, a good mecha system needs to account for the fact that unlike Gundam, the game shouldn't always focus around being in your mecha 24/7. In that way, Guilty Crown might be a better target to shoot for. (One character uses a mecha and her mecha doesn't really stop the other characters from being useful.)

It's a tough line to deal with that likely requires different "tiers" of mecha; some giant robots Gundam-style and some smaller ones for characters who want to use mecha all the time and have them be balanced for ordinary combat. We'll see what we can come up with!

Well I know that d20 Future and especially the Manga and Mecha sourcebook from the Mutants and Masterminds system have ways to fix what you've mentioned. Maybe you could look at those for ideas. I know that they have different tiers for mecha as well as info on how to do flaws and special attacks for mecha.

I also want to say that the Dynastic Races Compendium was amazing as well. The ethnicities parts were a great addition. They gave me some ideas for a kitsune-like race I'm developing and they gave me some wonderful ideas and inspirations so I must thank you for that.

I've never heard of Guilty Crown before. I'll have to look at it.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Maps, Roleplaying Game, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber; Pathfinder Battles Case Subscriber

Add me to the list of those who would purchase a print copy of this.

Contributor

SCKnightHero1 wrote:
I also want to say that the Dynastic Races Compendium was amazing as well. The ethnicities parts were a great addition. They gave me some ideas for a kitsune-like race I'm developing and they gave me some wonderful ideas and inspirations so I must thank you for that.

No problem!

Quote:
I've never heard of Guilty Crown before. I'll have to look at it.

It's a great anime. I think James and I watched it on Crunchyroll, but you could definitely find it on 9anime if that's more your speed.

Contributor

Mischief Mondragon wrote:
Add me to the list of those who would purchase a print copy of this.

I'm almost positive that they're currently available on DriveThruRPG as a print on-demand book. Not sure about whether they're coming to Paizo.com—that's more of an Owen question then an Alex question.


The Conclusion of my review:

Conclusion:

Editing and formatting are good on both a formal and rules-language level – as a whole, this book may contain quite a few hiccups, but most of them do not influence the rules-language. Layout adheres to a really nice two-column full-color standard with a lot of neat, original full-color artworks. The pdf comes fully bookmarked with nested bookmarks. Cool: The pdf comes with a second, more tablet-friendly, smaller version – kudos!

Alexander Augunas and Matthew Morris deliver a book that a select clientele will absolutely adore. This massive tome nets you all the options you’ve come to expect from the time playing Pathfinder – the favorite races of many folks, and, more importantly, also the classes – if you’re looking for a way to transition your PFRPG-game to Starfinder, then get this ASAP – this is *exactly* the book you’ve been waiting for.

The craftsmanship of the design for the class conversions is definitely high quality; the player agenda components, the choices, the engines of the classes – all of these are done with the expert skill-set that we’ve come to expect from these two critically-acclaimed designers. I can absolutely see why so many people (judging from the reviews) love this book.

At the same time, as a person, while I appreciated the skill that obviously went into creating this book, the supplement left me honestly concerned. As a book that deals with a lot of heritage options, it does exhibit a lot of design paradigm decisions that I could not extrapolate from the Starfinder core rules. It should be noted that I do not think that 9th-level spell-progression breaks the game; it allows for a finer-grained progression of power, obviously – but honestly, I’m not sure why this type of decision was required by the demands of the system or the design of the classes. Another issue I can see here would be the cleric’s healing abilities, which are very pronounced – more so than those presented in the Starfinder core book. Why do I consider the totality of these design-choices problematic? While they remain closer to PFRPG and thus easier to convert, they change the gameplay of Starfinder.

While, admittedly, my playtesting experiences with the Starfinder rules so far are not as excessive (the system is pretty young, after all), so far, it looks like the discrepancy between the power of martials and casters has decreased, courtesy, in part, due to the cap imposed on casting potency. This book subverts these pretty central tenets. There are a few remnants regarding references to bonus types that don’t exist in Starfinder, some references to AC bonuses that have not been properly recoded for SFRPG, but these instances remain relatively scarce. More grievous to me, there are, design-wise, some aspects in spells, etc., that feel closer in their design-aesthetics to PFRPG than SFRPG.

Okay, so rating this book, for me, is pretty much a reviewer’s nightmare. Sure, I can complain about the formal hiccups mentioned, but they are not that many really bad ones; they mostly pertain to smaller aspects and components. My issue as a reviewer is that this book covers options to make Starfinder closer to Pathfinder. It’s the goal of the book and, for what they are, I love a lot of the designs here – I enjoyed, for example, the converted classes more than I thought I would. Here’s the thing: As a person, I really, really dislike that. One of the aspects I love about Starfinder is that it’s not just PFRPG with a coating of scifi. New races, new classes – all different, shiny, new.

I think that, for a serious part of this book, you can see that, while it *is* definitely a Starfinder book regarding the totality of the rules, its design aesthetics in the smaller components, tend to have sprinklings of PFRPG inside. This is understandable; it’s not bad…but it rubs me the wrong way and that sense, particularly combined with the hiccups here and there, left me with this constant feeling of unease regarding, particularly, the full casters herein. In short: This book was, most assuredly, not made for me.

At the same time, it is my responsibility as a reviewer to acknowledge that it represents what a TON of people wanted and enjoy – and, while not perfect, it does achieve its mission statement in a rather admirable manner. That’s why, ultimately, my final verdict will clock in at 3.5 stars, rounded up for the purpose of this platform. If you wanted more of your favorite PFRPG options in Starfinder, feel free to add another star.

Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.

Endzeitgeist out.


Is there an errata list somewhere? I have the PDF, and I'd like to check errata before asking about a couple of things I've found.

Contributor

Beverly Block wrote:
Is there an errata list somewhere? I have the PDF, and I'd like to check errata before asking about a couple of things I've found.

I don’t think there is; the only errata we have done so far came out within a few weeks of the book if I remember right. Post your list here and if anything you posted has been addressed, Matt, Owen, myself, or a fan will let you know. :-)


So, looking at the Spiritual Weapon spell (p.224), there are several anomalies. Duration is concentration, which isn't a thing in Starfinder. It specifies that the weapon may be moved, but not how far -- given the range, it could be 320' for my level 6 cleric, which is quite a distance. It's not specified that the weapon has to stay in range, which seems like a sensible constraint.

None of these is earth shattering, but I'd especially like to know the actual duration.

Dark Archive

Beverly Block wrote:

So, looking at the Spiritual Weapon spell (p.224), there are several anomalies. Duration is concentration, which isn't a thing in Starfinder. It specifies that the weapon may be moved, but not how far -- given the range, it could be 320' for my level 6 cleric, which is quite a distance. It's not specified that the weapon has to stay in range, which seems like a sensible constraint.

None of these is earth shattering, but I'd especially like to know the actual duration.

Thanks for your question. While you can't concentrate to cast a spell defensively in Starfinder, concentrating to maintain a spell still exists in the system. (See page 271 of the Core Rulebook.)

The spiritual weapon can be moved anywhere within the spell's range.

Hope you are enjoying the book!
Matt


Here's another one: The Daylight spell states that "Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, regardless of the spell level of the magical darkness’s source."

It then says that "Daylight counters or dispels any darkness spell of equal or lower level, such as darkness."

The latter would seem to supersede the former.

Additionally, the Darkness spell states that "magical light sources only increase the light level in an area if they are of a higher spell level than darkness." This also seems to contradict the first statement.

Dark Archive

Beverly Block wrote:

Here's another one: The Daylight spell states that "Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, regardless of the spell level of the magical darkness’s source."

It then says that "Daylight counters or dispels any darkness spell of equal or lower level, such as darkness."

The latter would seem to supersede the former.

Additionally, the Darkness spell states that "magical light sources only increase the light level in an area if they are of a higher spell level than darkness." This also seems to contradict the first statement.

Daylight can counter or dispel darkness in the same way that slow can counter haste. (See page 322 of the Core Rulebook.) So, in the second sense, it mean "counter" in the sense of "counterspell."


M Morris wrote:
Beverly Block wrote:

Here's another one: The Daylight spell states that "Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, regardless of the spell level of the magical darkness’s source."

It then says that "Daylight counters or dispels any darkness spell of equal or lower level, such as darkness."

The latter would seem to supersede the former.

Additionally, the Darkness spell states that "magical light sources only increase the light level in an area if they are of a higher spell level than darkness." This also seems to contradict the first statement.

Daylight can counter or dispel darkness in the same way that slow can counter haste. (See page 322 of the Core Rulebook.) So, in the second sense, it mean "counter" in the sense of "counterspell."

I think you meant page 332. :-)

Okay, so if I cast daylight on an object and carry it into an area of magical darkness, it's negated, but if I'm in darkness when I cast it then the darkness is dispelled. Or if I have it readied (unlikely), then I can use it to counter and disrupt the darkness.

Sorry if these are basic questions. Between the 2 books, there's a lot of material to absorb! I've played 5th edition D&D, but not Pathfinder.

Dark Archive

Beverly Block wrote:
M Morris wrote:
Beverly Block wrote:

Here's another one: The Daylight spell states that "Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, regardless of the spell level of the magical darkness’s source."

It then says that "Daylight counters or dispels any darkness spell of equal or lower level, such as darkness."

The latter would seem to supersede the former.

Additionally, the Darkness spell states that "magical light sources only increase the light level in an area if they are of a higher spell level than darkness." This also seems to contradict the first statement.

Daylight can counter or dispel darkness in the same way that slow can counter haste. (See page 322 of the Core Rulebook.) So, in the second sense, it mean "counter" in the sense of "counterspell."

I think you meant page 332. :-)

Okay, so if I cast daylight on an object and carry it into an area of magical darkness, it's negated, but if I'm in darkness when I cast it then the darkness is dispelled. Or if I have it readied (unlikely), then I can use it to counter and disrupt the darkness.

Sorry if these are basic questions. Between the 2 books, there's a lot of material to absorb! I've played 5th edition D&D, but not Pathfinder.

No need to apologize! Daylight works 3 ways, as you've guessed.

1) If you bring the object that you've cast daylight on into an area of magical darkness, it negates it.

2) You can ready a casting of daylight to counterspell darkness.

3) If you cast daylight on an object that has darkness cast on it, it dispels the darkness. (This is usually a little challenging, since daylight is a touch-range spell.)

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