Howdy! Joe Pasini here, Starfinder developer and monstrous humanoid. One of my favorite things about Starfinder is that it's chock full of alien creatures that you can not only crush, kill, and destroy, but also befriend, bedazzle—and become! Today we'll meet a few of the 16 new playable species presented in Alien Archive 2, along with notes from their writers.
Alien Archive 2: Eclectic Boogaloo
Friday, October 12, 2018
Howdy! Joe Pasini here, Starfinder developer and monstrous humanoid. One of my favorite things about Starfinder is that it's chock full of alien creatures that you can not only crush, kill, and destroy, but also befriend, bedazzle—and become!
Today we'll meet a few of the 16 new playable species presented in Alien Archive 2, along with notes from their writers.
Illustration by David Alvarez
Careful readers of the Starfinder Core Rulebook might have noticed a brief write-up in the setting chapter about Daimalko. On that blasted planet, horrific colossi have rampaged among the ruins of two once-great civilizations since an event called the Awakening. The survivors—the damai—have turned to empathic leaders and their powerful magical orbs to keep these roving beasts away. That planet is one of my strange little Starfinder children, and in Alien Archive 2, I had the privilege of dropping another piece of Daimalko into the game—now you can play a damai! When you do, your racial traits will reflect these people's time subsisting in underground caverns, as well as their now-innate survival senses. For those interested in Daimalkan lore, the write-up also includes the story of Reirali Kokolu, the first Guardian who both discovered the orbs linked to the colossi and united the disparate pockets of survivors into the pseudocivilization that exists on the planet today. If Daimalkan lore—or kaiju survivors, empaths, or scrappers—are your thing, playing a damai might be right up your alley!
—Amanda Hamon Kunz, Managing Developer
I wrote about Orry, the home planet of the phentomites, in the Starfinder Core Rulebook. The location was inspired by a homebrew Runequest game I played over a decade ago, where the players and GM worked together to collaboratively create an original setting. It was a thrilling creative exercise for everyone, and though we only played that game a handful of times, the experience has stuck with me. Of course, we pictured humans exploring this world's floating islands, but when you adapt something for a science-fantasy game, you get to make things a little more… alien. While they weren't named or described in the Core Rulebook, the inhabitants of Orry were illustrated, and I had a hand in that as well. When it came time for Alien Archive 2, I pitched giving these folks full stats and a bit more information about their home world and culture. Now that they are fully entrenched in the Starfinder canon, I just hope I can expand further on the phentomites at some point in the future!
I did the embri! In the spirit of honesty, I hadn't even noticed these mollusk-people tucked in the Starfinder Core Rulebook at first. But I discovered their write-up was really evocative: it starts with their eerily orderly society, then reveals that Hell is behind it all. Cue the ominous music! I tried to keep the same themes in my Alien Archive 2 entry, but I had to think more about embri masks. Why do these emotionless critters wear them? Probably as identifiers, but maybe also because showing even a little bit of emotion is exceptionally rude in their society, so they're socially expected. I thought about giving the ubiquitous masks some game benefit, but ultimately went the other direction—not wearing a mask makes an embri feel exposed and dangerously expressive, so they take penalties when not wearing one. If you play an embri, you'll want to keep your mask in place. The hivemask magic item helps you work well with your teammates—and keep a close eye on them!
—Ron Lundeen, Pathfinder Adventure Path Developer
Illustration by Alexandur Alexandrov
Hi! I wrote bolida and osharu. The bolida were my attempt at the molefolk trope—except instead of being inspired by adorable rodents, they're horrifyingly gigantic centipedes, 'cause why not! They otherwise stay true to the trope: a hardy, subterranean people who minded their own business deep underground for centuries. They didn't really care (or even know?) about the outside world until they were discovered by accident. The osharu were quite shamelessly inspired by the Bajorans from Star Trek. I was enamored of the idea of a spacefaring society whose religion takes the forefront in their culture. The osharus' cities were actually inspired by my daily commute through a pretty much town-sized college campus. I thought it would be interesting to have metropolis-sized settlements composed entirely of different departments of learning, where everybody worked together for a common cause (in this case, scientific and spiritual enlightenment). I must admit it was intimidating writing two races and cultures from scratch, with no previous material to use! I hope y'all enjoy my additions to the Starfinder universe!
—L Pellazar, Editor
Illustration by Mary Jane Pajaron
Design of the quorlus is rooted in history and novelty. My assignment was to create a unique quadruped species that's not like a centaur. Long ago, I really loved dralasites—a species of little, shapeable blobs who could have multiple legs. (They're from the Star Frontiers RPG.) I started with bloblike, and then decided to use environmental extremes. What if quorlus adapted to harsh tectonics? From that came the silicon-based physiology and geothermic nature, along with no need to breathe. It also sparked a culture of practical, skilled engineers and miners who find it easy to accept loss. The seismic violence of the quorlu home world instilled within them a spirit of cooperation and love of peace. I also decided quorlu voices must be highly resonant, carrying through earth and stone (and quorlu "flesh") rather than air. A short leap led to the idea that other species might find these sonorous voices pleasing. Then, I integrated them with Pact Worlds species as ideal explorers and surveyors of harsh environments. That's the quorlu, in a lithic shell.
—Chris S. Sims, Starfinder Adventure Path Developer
Illustration by Raph Lomotan
I'm responsible for adding the kanabo, which are oni (ja noi)/hobgoblin crossbreeds. I wrote up the kanabo in Distant Shores for Pathfinder, and I thought that as a species of mystic outsider goblinoid warriors they were perfect for the science-fantasy feel of Starfinder. Of course since we haven't introduced either oni or hobgoblins to the Starfinder universe yet, I had to write both of those up for the book as well. That meant establishing what hobgoblins are like in the universe after the Gap, and if ever there was a group that seemed well-suited to the risks to pre-Drift space travel, the ruthless, organized hobgoblins fit the bill. That allows them to have spread far and wide from their origins on Golarion. With that in place, having ja noi be oni champions embraced by nations of expansionist hobgoblins gives a strong background for what kanabo origins are likely to be. Both hobgoblins and kanabo are available as PC races.
The heroes of the Against the Aeon Throne Adventure Path have routed an occupying force, braved the dangers of Azlanti space, met a whole host of new and bizarre beings, and staged a daring prison break, but their efforts all come to a head in the campaign's final volume, "The Rune Drive Gambit," by veteran adventure author Larry Wilhelm.
A Cunning Plan
Thursday, October 4, 2018
Illustration by Alexandur Alexandrov
The heroes of the Against the Aeon Throne Adventure Path have routed an occupying force, braved the dangers of Azlanti space, met a whole host of new and bizarre beings, and staged a daring prison break, but their efforts all come to a head in the campaign's final volume, "The Rune Drive Gambit," by veteran adventure author Larry Wilhelm.
Upon locating where the Azlanti are keeping the rune drive, the PCs must confront the scientists studying the ancient device, some of whom might even be sympathetic to the PCs' cause. (The Azlanti Star Empire doesn't exactly pay for overtime, after all.) As the PCs try to unravel the mysteries of the rune drive in hopes of either destroying it or using it, they are hounded by an elite member of the Aeon Guard and eventually face the Azlanti noble in charge of the entire operation! Will they survive to return to the Pact Worlds? Or will the Azlanti Star Empire be triumphant once again?
Illustration by Jakub Bazyluk
In addition to this gripping adventure, this volume features some ideas brought to you by Tracy Barnett of how you can continue this campaign after the last battle, including a way to bring the characters to our next 3-part Adventure Path, Signal of Screams. Incidentally, this article also features a combination of creature and artifact that makes me very happy.
Finally, apart from the usual array of new aliens and worlds, you can read all about the Stewards in this detailed article by Lyz Liddell. We're very excited to bring you information about this peacekeeping organization's history, leaders, and goals, which we have only touched on before now. You'll also find two new Steward archetypes to supplement the one we presented in Starfinder Pact Worlds!
As this brings us to the end of our first experiment into shorter Adventure Paths, we hope we enjoyed coming along with us for the ride. And if you want to see us try this abridged length again, please let us know!
Maybe this comes as no surprise, seeing as we already offer a free PDF download of the Pathfinder character sheets, but you can now download the Starfinder character sheet and Starship sheet for free as well!
Free Starfinder Character Sheets Download!
Friday, August 11, 2017
Maybe this comes as no surprise, seeing as we already offer a free PDF download of the Pathfinder character sheets, but you can now download the Starfinder character sheet and Starship sheet for free as well!
Illustration by Alexandur Alexandrov
While Starfinder doesn't officially hit shelves until the 17th, we wanted to make sure to get these sheets up early, while those of you headed off to Gen Con still have time to print some out and stash them in your carry-on. (Though of course you can also play at the show by grabbing a pregen from Starfinder Society in the Sagamore Ballroom, or picking up a copy of the Starfinder Player Character Folio.) For everyone else, we can't wait to get back from the show, hop on the forums, and hear what you think of the game!
With this month's release of The Whisper Out of Time the Strange Aeons Adventure Path is two-thirds of the way through a twisted journey through horror and uncertainty. By the time the PCs begin this month's adventure, they have reclaimed their lost memories and figured out what happened to them—something that will hopefully motivate them to track down those responsible. Let see what mind-shattering dangers await the PCs as they move into the last two volumes of the Strange Aeons Adventure Path.
Down the Path of Madness
Thursday, December 15, 2016
With this month's release of The Whisper Out of Time the Strange Aeons Adventure Path is two-thirds of the way through a twisted journey through horror and uncertainty. By the time the PCs begin this month's adventure, they have reclaimed their lost memories and figured out what happened to them—something that will hopefully motivate them to track down those responsible. Let see what mind-shattering dangers await the PCs as they move into the last two volumes of the Strange Aeons Adventure Path.
In Pathfinder Adventure Path #113: What Grows Within (written by our own John Compton), the PCs journey to the mysterious and (mostly) abandoned alien city of Neruzavin where they hope to catch up to Count Lowls, but they have to survive a dangerous desert trek and the otherworldly dangers within if they hope to be successful. In addition to the adventure, this volume contains an article about the Great Old One Xhamen-Dor as well as a look into the blasphemous Necronomicon.
Pathfinder Adventure Path #114: Black Stars Beckon (written by Jim Groves) brings the PCs to dreaded Carcosa as they frantically attempt to unravel the tendrils of the city that grip Golarion and seek to draw it into its alien bulk. Will the PCs draw the attention of Hastur before they can complete their task or will they remain forever shattered in lost Carcosa? This volume also contains a number of ways to continue the campaign—in strange ways—as well as the final installment of the Pathfinder's Journal (written by yours truly).
Illustrations by Mikael Leger
Illustrations by Alexandur Alexandrov, Kent Hamilton, and Jorge Fares
There's still more to come in Strange Aeons, so keep your eyes open for the final two adventures. I'll leave you with a few art teasers of what to expect for the final third of the campaign. Best of luck to all the PCs in this Adventure Path!
With this month's release of Pathfinder Adventure Path #106: For Queen & Empire, the Hell's Vengeance Adventure Path is heading toward its thrilling conclusion! Will the knights of the Glorious Reclamation succeed in their crusade to reclaim Cheliax in the name of Iomedae, or will the villainous Thrune agents defeat the upstart rebellion and secure the rule of the Thrice-Damned House of Thrune? Let's take a brief glimpse at what's to come.
Hell of a Time
Wednesday, May 25, 2016
With this month's release of Pathfinder Adventure Path #106: For Queen & Empire, the Hell's Vengeance Adventure Path is heading toward its thrilling conclusion! Will the knights of the Glorious Reclamation succeed in their crusade to reclaim Cheliax in the name of Iomedae, or will the villainous Thrune agents defeat the upstart rebellion and secure the rule of the Thrice-Damned House of Thrune? Let's take a brief glimpse at what's to come.
In Pathfinder Adventure Path #107: Scourge of the Godclaw, the PC villains leave behind the politics and parties of Egorian, and embark on a much more dangerous mission: creating a legendary weapon that can defeat the armies of the Glorious Reclamation in one stroke. To do so, however, they'll need to retake a captured Hellknight citadel, help a paladin fall, take on a gold dragon who was a companion of Iomedae herself, deal with a secret Hellknight order, and carry out some seriously vile rituals across all of Cheliax.
With that done, it's time for our villains to finally take the fight to the Glorious Reclamation itself in their newly conquered capital in Pathfinder Adventure Path #108: Hell Comes to Westcrown. But first, the wicked PCs get to try out their new weapon. Have you ever wanted to play a nightwalker? Well now you can (temporarily at least), and there are plenty of do-gooder knights to test yourself against. Finally, the villains go toe-to-toe with the Lord Marshal of the Glorious Reclamation and her allies—with the fate of Cheliax hanging in the balance!
There's a lot more still to come of course, but until then, check out some of the exciting art featured in the final two volumes of the Hell's Vengeance Adventure Path!
Illustrations by Bryan Sola, David Alvarez, Alexander Deruchenko, and Alexandur Alexandrov
There's only one week until the release of Hell's Vengeance! In "The Hellfire Compact", players take the role of evil characters to further the efforts of the Thrice-Damned House of Thrune. Last week Wes gave folks a look at what evil details players can expect in Hell's Vengeance, and this week Managing Art Director Sarah Robinson has put together an art preview (including a sneak peek at what's to come in the second volume, "Wrath of Thrune").
There's only one week until the release of Hell's Vengeance! In "The Hellfire Compact", players take the role of evil characters to further the efforts of the Thrice-Damned House of Thrune. Last week Wes gave folks a look at what evil details players can expect in Hell's Vengeance, and this week Managing Art Director Sarah Robinson has put together an art preview (including a sneak peek at what's to come in the second volume, "Wrath of Thrune").
Illustrations by Alexandur Alexandrov and Bryan Sola
Illustrations by Alexandur Alexandrov and Ekaterina Burmak
Be sure to look out for the Hell's Vengeance Player's Guide next week and catch up with our Iconic Villains on the Paizo blog!
Chris Lambertz Community & Digital Content Director
Never before have we revealed so many secrets about this Hell-bound nation, from its politics and history to its diverse cities to everyday life under the iron thumb of House Thrune. Among many other things, this gorgeous 64-page book also lays out the stark reality of crime and punishment in Chelish society, as illustrated below.
Illustration by Tomasz Chistowski
If traveling through the infernal empire is more your style—those tines are rather confining, after all—the book also offers an array of magnificent location art and maps, as well as accompanying details. Take this illustration of Khari and the Arch of Aroden, for example.
Illustration by Tomasz Chistowski
Of course, all of these Chelish places would be little more than window dressing if it weren't for the complex folks who inhabit them. The book discusses dozens of individuals who play vital roles in shaping Cheliax and its myriad locations into living, breathing places ripe with intrigue and opportunities for adventure. Below are illustrations of two such individuals, as well as a sneak peek at one of the book's six new monsters!
Illustrations by Alexandur Alexandrov, Konstantin Vavilov, and Bryan Sola
Every season since the Year of the Ruby Phoenix at Gen Con 2011, the we've released a new set of convention-exclusive boons that Pathfinder Society Roleplaying Guild players can win. The next year I wrote the Season 4 boons as a volunteer, making a few rewards that have reappeared over the years: Expedition Manager (what if a boon let you do real archaeology?), Treasure Map, Missing Mentor (can a standalone boon tell its own story?), and the infamous Xenophobia (what if there was a boon that ate all of your race boons?). I have no doubt that boon writing played an important part in my being hired by Paizo, so you can understand that I have a special fondness for the process.
25 New Reasons to Attend a Convention
Monday, August 17, 2015
Every season since the Year of the Ruby Phoenix at Gen Con 2011, the we've released a new set of convention-exclusive boons that Pathfinder Society Roleplaying Guild players can win. The next year I wrote the Season 4 boons as a volunteer, making a few rewards that have reappeared over the years: Expedition Manager (what if a boon let you do real archaeology?), Treasure Map, Missing Mentor (can a standalone boon tell its own story?), and the infamous Xenophobia (what if there was a boon that ate all of your race boons?). I have no doubt that boon writing played an important part in my being hired by Paizo, so you can understand that I have a special fondness for the process.
This year Linda Zayas-Palmer joined in, and she brought some great ideas and energy to the project. We also had a great new RPG hardcover book dripping with flavor that we could incorporate into these unique rewards. Finally, now that the Pathfinder Adventure Card Guild has begun the Season of the Righteous, we have teamed up with Tanis o'Conner to create several convention rewards tailored specifically to the Adventure Card Game's organized play program.
This year that adds up to 25 new rewards: 18 RPG convention boons, 5 Adventure Card Game convention rewards, and 2 GM boons.
Wait, two GM convention boons? Yes, by popular demand, we took the much-desired Expanded Narrative boon—allowing one to "recharge" GM star replay opportunities by GMing more games—and converted it into an alternate GM boon. Now every time you GM at a convention, you can earn your choice of that or that quarter's boon that unlocks the ability to play a PC with a rare race. To kick it off, we're reintroducing aasimars as a GM boon.
Let's take a look at look at this year's Roleplaying Guild player rewards:
Illustration by Alexandur Alexandrov
Psychic Dilettante allows your PC to use one of the psychic skill unlocks from Pathfinder RPG Occult Adventures without being a psychic character.
I rather enjoyed writing Prophetic Dream, which lets your character experience a nocturnal vision that can grant her a much-needed advantage during the rest of the adventure.
The Soothsayer is a unique follower who can assist you on a skill check or boost your Armor Class with a dire prediction that then leaves you shaken for 1 round.
Aspis Slayer is the first of two anti-Aspis-Consortium boons, and it lets a ranger choose the Consortium as a favored enemy or lets anyone else perform a devastating smite against an Aspis agent.
Against the Consortium is the second of these, and it's what I'd categorize as an achievement boon. Foil enough Aspis schemes, and you can gain a deadly reputation that gives you an edge over any other Consortium thugs.
Niche Specialist appears for the second time, granting a PC his choice of a bonus during chases, an edge when fighting in darkness, or an advantage against haunts.
We were rather charmed by the idea that regular use of an object could imbue it with a psychic impression. To introduce this in the organized play campaign, Linda created Psychic Awakening, a boon that lets you develop a greater attachment to a favorite piece of equipment by using it regularly or incorporating it into your actions. In return, it becomes slightly easier to enchant.
Why should kineticists have all the fun? Elemental Blast lets any character unleash a kineticist's signature attack once—or allows a kineticist to perform a much-needed composite blast she otherwise hasn't learned.
Some new spells and abilities in Occult Adventures allow a character to read auras, whose colors correspond to different emotions. The Emotional Aura boon lets you channel one of these emotional auras and glow with the corresponding color to gain temporary bonuses.
Ley lines wind their way through the world, and Ley Line Access lets your PC tap into one to bolster spells with certain descriptors. I'm particularly proud of this one—both because of the way you can reuse it when especially close to the ley line and because of the fun opportunity I had to describe a few minor lines in the Inner Sea region.
Some locations have their own benevolent spirit, and the Loci Spirit Ritual boon allows a PC to contact one of these to curry its favor (and gain defensive and healing abilities). However, performing evil actions can corrupt a loci spirit, causing it to turn vengeful.
The Expedition Manager is back, giving a PC the ability to launch his own archaeological expedition and uncover more powerful items when spending Prestige Points.
One of the most common requests I've heard over the past two years is for a way to transfer a boon from one PC to another. Share the Wealth allows for exactly that, but only for boons that grant the PC the ability to select an otherwise prohibited animal companion, familiar, or other creature. You can instead use it to transfer access to an intelligent item from one PC to another. I know that some folks aren't going to like that this is a convention boon and not a universal ability, but we'd first like to see whether this mechanic works on a smaller scale before introducing a more widespread rule. Let us know what you think.
Hypnotic Therapy lets your character retrain a class feature at a greatly reduced cost, or she can subsidize a larger retraining project.
Linda and I enjoy boons that allow one of a player's PC to interact with another of his PCs, and the Pathfinder Apprentice boon allows one of your Seeker PCs to mentor a 1st-level PC and grant her an additional trait from a short list.
Now that there are rules for psychic magic, it's important for PCs to consider ways to defend against these abilities. Psychic Bastion grants a PC a small bonus on saving throws against mind-affecting effects, and the bonus increases if the effect is from a psychic source.
Not everyone joined the Pathfinder Society early in life. Some started as members of the Aspis Consortium and then thought better of that decision. The Aspis Defector boon grants your PC a reusable trick learned from her time among the Consortium.
It's hard to say no to a Treasure Map, which lets a PC use his downtime to search for hidden treasure rather than work a day job.
And those are just the RPG boons! As Tanis O'Connor explains, "The Adventure Card Guild rewards run the gamut from useful to awesome, with die bumps and scenario-spanning powers representing just a few of the goodies on offer." On of my favorites is the Riftwarden Response, which helps everyone fend off summoned henchment.
We're excited to see these Chronicle sheets in players' hands, and we hope you enjoy using them as much as we had fun writing them.