Class Preview: The Operative

Monday, May 8, 2017

Illustration by Miroslav Petrov

Last Friday we took a look at the envoy. As soon as we announced the operative as a class, many fans began to theorize it would act as the "star thief," and wondered how it would be different from the rogue class in Pathfinder. There are certainly some thematic similarities between the two classes, but just as a 16th-century highwayman's tactics and skills were different from a modern hacker's, a character with a knack for stealth, security systems, and unexpected attacks in Starfinder should be significantly different from a Pathfinder rogue. We need a class that can easily serve as spy, assassin, thief, hacker, investigator, and trailblazer. That was the spark for the operative, which gets the following description in the Starfinder Core Rulebook:

You're a shadow. You move swiftly, strike suddenly, and always have an escape plan. You're a consummate professional, and always get the job done, whether it's scouting enemy lines, hunting down criminals, stealing and smuggling items, or assassinating key figures. As an operative, you're skilled in a wide variety of disciplines and specialties, and use speed, mobility, and your quick wits rather than relying on heavy weapons. You excel at the art of surprise, whether it's sniping targets from cover or striking while their backs are turned. Your cause may be righteous, but you have no problem fighting dirty—achieving your objective is all that matters.

The operative is very much a character skilled at working outside the norms of society. Whether committing crimes, hunting criminals, or just living on the fringes, operatives find ways to get things done, though their methods don't always meet with public approval. This takes skill, so the operative gets 8 skill points per level, and 16 class skills. Operatives also get the operative's edge class feature granting a bonus to all skill checks (as well as initiative checks). The class also receives special bonuses at 7th level with any skill in which the character has the Skill Focus feat.

The operative knows that sometimes getting things done means doing some damage, and the class gains a fair base attack bonus, poor Fortitude saves but good Reflex and Will saves, light armor, and proficiency (and eventually specialization) with basic melee weapons, small arms, and sniper weapons. The operative can augment the damage done with basic melee weapons and small arms with his trick attack.

Trick attack may sound on the surface like Pathfinder's sneak attack, but it works very differently. An operative can attempt a trick attack regardless of the combat situation—it's not restricted to targets that are flanked or have the flat-footed condition. Instead, the operative must make an opposed skill check (normally Bluff, Intimidate, or Stealth, though class features can alter that) to gain an advantage over his foe for the trick attack to function. At higher levels, the operative can also apply penalties to foes hit with a trick attack, beginning with the flat-footed and off-target conditions and expanding from there (potentially even applying such effects to sniper weapon attacks).

Because operatives have different methods and thus focus on different techniques, each operative selects a specialization. We present seven specializations in the core rulebook—daredevil, detective, explorer, ghost, hacker, spy, and thief. Each has an effect on that operative's trick attack (a detective can use Sense Motive to activate her trick attack, for example), and grants bonuses to specific skills and access to new abilities.

Finally, operatives also have exploits—special tricks they learn as they gain levels to help customize their abilities. While the selection of exploits is fairly small at first, they expand as the operative levels up, making increasingly powerful exploits available. Here's a sample of a 10th-level exploit (though the ghost specialization receives it at 5th level):

Cloaking Field (Ex)

You can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features. This cloaking field doesn't make you invisible, but it does make it easier to sneak around. Activating the cloaking field is a move action. While the cloaking field is active, you can use Stealth to hide, even while being directly observed and with no place to hide. Attacking doesn't end the cloaking field, but it does end that particular attempt to hide. If you remain perfectly still for at least 1 round, you gain a +10 bonus to Stealth checks (which doesn't stack with invisibility) until you move.

Your cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, the cloaking field recharges automatically at the rate of 1 round of cloaking per minute.

We already looked at the envoy last week, and we'll present more information on the remaining five classes in the coming weeks. And, of course, you can read the full classes this August when the Starfinder Core Rulebook is released at Gen Con!

Owen K.C. Stephens
Developer

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Tags: Miroslav Petrov Operatives Starfinder
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Scarab Sages Developer, Starfinder Team

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Amanuensis wrote:
It's refreshing to see that the problem of untying shoelaces still hasn't been solved. The art looks great though.

Look, you want to look like one of the Level Eleventy 'Leets, you gotta wear the garb.

Besides, the occasional spare sensor-whisker is no bad thing...


6 people marked this as a favorite.
Starfinder Charter Superscriber

When I was a kid, I often got yelled at by my gym teacher for not tying my shoes. "You're going trip and break your neck one day!" he would yell. Now I'm a grown up and my neck still works fine, so take that gym teacher!


1 person marked this as a favorite.
Shisumo wrote:
Torbyne wrote:
Wouldnt Sniper Rifles generally be considered Small Arms? Or is it more of basic small arms is similar to "simple weapons" and "sniper weapons" is more like a weapon group, Monk Weapons or the like?
I would speculate that "small arms" here is being used in contrast to "longarms" - the "small arms" group is one-handed firearms while there is probably a heavier firearms group that is two-handed firearms, of which "sniper rifles" is a subset.

Yes, I got the impression that Small Arms was being misused, and only applies to pistols/handguns. Based on the basis that all the Envoy artwork features pistols, no rifles to be seen.


Owen K. C. Stephens wrote:
Milo v3 wrote:
James Sutter wrote:
We actually address that aspect of class abilities in the chapter's introduction, but the short answer is "any or all of the above." :D
Wait, so you can have extraordinary supernatural abilities now?

There's how the thing works, and there's how you got it.

How it works is, at the point your character is using it, extraordinary. It's not invoking magic to " bend light around yourself and muffle any minor sounds you make." Things like real-world interactive camouflage and sound dampening show that you don't have to have magic to produce those effects.

Nor is it a piece of gear that can be taken from you.

Now, maybe that means you had a technomancer alter the quantum state of your entire body, so you could have different light and sound refracting qualities. that certainly would take magic to accomplish... but once it's done you just do it, like glass allows light to pass through it.

Or maybe you learned deep meditation techniques. This is the same universe as occult rituals after all, there's no telling what you can do with mind over matter.

Or maybe you had Stealthites, a form of nanites, injected into your body that can cause this reaction, with the same biochemistry that allows your electric nerve impulses to continue to function even if you are hit by an EMP.

Or maybe you allowed a Vangarian Phase Ooze seep into every pore of your body, so you could gain its natural ability to be hard to see and hear, though you can only prod the thing into doing so for short bursts at a time. Plus, everything sweet now tastes like copper, as you aren't afraid to remind friends.

Those are decisions you can make to match your character's background.
the effect is extraordinary -- far from "normal," but not explicitly driven by magic or active technology, regardless of how you originally gained the ability.

So, what you are saying is Starfinder is actually a superhero game.


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ROGUES GET GOOD WILL SAVES IN THE FUUTUUUUUUURE!

*ahem* I am super excited about Starfinder. I am loving getting a taste of the new classes. The Envoy looks really neat as well. I'm having no clue what to even DO with 8 skill points.

I've always been a huge Sci-Fi fan and my birthday is in August so Paizo I really appreciate this.


10 people marked this as a favorite.
Kcinlive wrote:
I love that picture! Though he should really tie his shoes.

You dont get it. Thats not the operative! The operative is the one who untied the shoes without being seen!


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I have always thought of Pathfinder and now Starfinder as Super Heroic games. When you blend Scfi and Fantasy/Magic there my be many class abilities that similar to Super Powers. I am ok with it.

Dave2


Mark Seifter wrote:
Does that make sense?

I think so. Sounds really cool. Thanks for the reply. :)


4 people marked this as a favorite.
Stone Dog wrote:
TIE YOUR SHOES

Nah, see he has those back to the future shoes that lace themselves but he didnt harden them against EMPs like the n00b he is so when Absalom SecFor hit him with a shut down bomb his shoes untied mid run. Its why he is holding his cyber arm up high, trying to get it out of the blast. poor SOB, doesnt have a chance now...


6 people marked this as a favorite.

Cloaking Field is an Ex ability based on holding a clipboard and looking like you belong there.


Crusader3025 wrote:
So how does this cloaking field ability work? Is it magic, some sort of "force" power, or tech? Because while I can wrap my head around a thief's sneak attack I can't figure how this cloaking field works. I've never seen this sort of thing work without the three things I mentioned. So I'm curious to hear how this works.

Well given the setting it could be magic or tech or a combination of both. May even depend on the characters choice for how to describe it.


Owen K. C. Stephens wrote:
Milo v3 wrote:
James Sutter wrote:
We actually address that aspect of class abilities in the chapter's introduction, but the short answer is "any or all of the above." :D
Wait, so you can have extraordinary supernatural abilities now?

There's how the thing works, and there's how you got it.

How it works is, at the point your character is using it, extraordinary. It's not invoking magic to " bend light around yourself and muffle any minor sounds you make." Things like real-world interactive camouflage and sound dampening show that you don't have to have magic to produce those effects.

Nor is it a piece of gear that can be taken from you.

Now, maybe that means you had a technomancer alter the quantum state of your entire body, so you could have different light and sound refracting qualities. that certainly would take magic to accomplish... but once it's done you just do it, like glass allows light to pass through it.

Or maybe you learned deep meditation techniques. This is the same universe as occult rituals after all, there's no telling what you can do with mind over matter.

Or maybe you had Stealthites, a form of nanites, injected into your body that can cause this reaction, with the same biochemistry that allows your electric nerve impulses to continue to function even if you are hit by an EMP.

Or maybe you allowed a Vangarian Phase Ooze seep into every pore of your body, so you could gain its natural ability to be hard to see and hear, though you can only prod the thing into doing so for short bursts at a time. Plus, everything sweet now tastes like copper, as you aren't afraid to remind friends.

Those are decisions you can make to match your character's background.
the effect is extraordinary -- far from "normal," but not explicitly driven by magic or active technology, regardless of how you originally gained the ability.

Very cool, i love that you can handle it however it works best for your character's story... but this is also the kind of effect i had been thinking would be easy to provide through a tech item, is that not the case? For what it does and to have a cool down like that, i would have thought a cloak or jacket or random slotless item could provide an effect like this before you got to level 10. i see that some specializations get even earlier access to it but are you just out of luck if you wanted a stealth field generator on your mechanic?


Shisumo wrote:
Torbyne wrote:
Wouldnt Sniper Rifles generally be considered Small Arms? Or is it more of basic small arms is similar to "simple weapons" and "sniper weapons" is more like a weapon group, Monk Weapons or the like?
I would speculate that "small arms" here is being used in contrast to "longarms" - the "small arms" group is one-handed firearms while there is probably a heavier firearms group that is two-handed firearms, of which "sniper rifles" is a subset.

That is irksome... i have never met someone who knew the term "small arms" but would somehow think it only applied to pistols. The idea that you could apply it to pistols and shotgun but somehow not rifles is even more bizarre. i hope it turns out to be "basic small arms; ie, pistols, smgs, shotguns, rifles, carbines etc plus Sniper Weapons; any two handed firearm without the burst or automatic weapon abilities. " or at the very least Sniper Weapons is a weapon group separate from basic or advanced small arms. Using the term small arms without including rifles is... bad englishing?


QuidEst wrote:
Cloaking Field is an Ex ability based on holding a clipboard and looking like you belong there.

Does that bonus stack with having a blue folder as well?


Torbyne wrote:
QuidEst wrote:
Cloaking Field is an Ex ability based on holding a clipboard and looking like you belong there.
Does that bonus stack with having a blue folder as well?

It should also stack with the hard hat and safety vest bonuses.

Liberty's Edge

Torbyne wrote:
That is irksome... i have never met someone who knew the term "small arms" but would somehow think it only applied to pistols.

Really? I find it a quite common misapprehension, in fact.


3 people marked this as a favorite.

I can wait for the technomancer class preview.

Silver Crusade

Shisumo wrote:
Torbyne wrote:
That is irksome... i have never met someone who knew the term "small arms" but would somehow think it only applied to pistols.
Really? I find it a quite common misapprehension, in fact.

It's common in gaming, both video and tabletop, for it to be literal.

small arms = one handed or otherwise compact.


1 person marked this as a favorite.
EltonJ wrote:
I can wait for the technomancer class preview.

Huh. That's strange. I can't.


So far I have liked all that I have seen (granted only two classes, but still). I am stoked about the Operative, definitely going to be my first PC!


I normally don't like rogues but...

Now in excited for an operative!


Rysky wrote:
Shisumo wrote:
Torbyne wrote:
That is irksome... i have never met someone who knew the term "small arms" but would somehow think it only applied to pistols.
Really? I find it a quite common misapprehension, in fact.

It's common in gaming, both video and tabletop, for it to be literal.

small arms = one handed or otherwise compact.

Huh, i cant think of any examples myself... i have seen plenty of times where you get weapon classes like pistol, shotgun, smg and rifle. But i dont think i have seen something where you have a single group to cover pistols and shotguns but not smgs or rifles. was that a D20 modern thing?

Silver Crusade

Torbyne wrote:
Rysky wrote:
Shisumo wrote:
Torbyne wrote:
That is irksome... i have never met someone who knew the term "small arms" but would somehow think it only applied to pistols.
Really? I find it a quite common misapprehension, in fact.

It's common in gaming, both video and tabletop, for it to be literal.

small arms = one handed or otherwise compact.

Huh, i cant think of any examples myself... i have seen plenty of times where you get weapon classes like pistol, shotgun, smg and rifle. But i dont think i have seen something where you have a single group to cover pistols and shotguns but not smgs or rifles. was that a D20 modern thing?

Maybe, I think it was like that in White Wolf games. It's definitely like that in a lot of video games, I remember being caught off guard for Fallout: New Vegas actually averting that and teaching me that small arms was a bigger category than I originally thought.


Rysky wrote:
Torbyne wrote:
Rysky wrote:
Shisumo wrote:
Torbyne wrote:
That is irksome... i have never met someone who knew the term "small arms" but would somehow think it only applied to pistols.
Really? I find it a quite common misapprehension, in fact.

It's common in gaming, both video and tabletop, for it to be literal.

small arms = one handed or otherwise compact.

Huh, i cant think of any examples myself... i have seen plenty of times where you get weapon classes like pistol, shotgun, smg and rifle. But i dont think i have seen something where you have a single group to cover pistols and shotguns but not smgs or rifles. was that a D20 modern thing?

Maybe, I think it was like that in White Wolf games. It's definitely like that in a lot of video games, I remember being caught off guard for Fallout: New Vegas actually averting that and teaching me that small arms was a bigger category than I originally thought.

Yup. Small arms (as a military term) generally refers to weapons carried and operated by individuals as opposed to crew-operated weapons and artillery. So essentially pistols, shotguns, rifles, sub-machine guns, and non-mounted machine guns are all 'small arms'.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Owen K. C. Stephens wrote:
Milo v3 wrote:
James Sutter wrote:
We actually address that aspect of class abilities in the chapter's introduction, but the short answer is "any or all of the above." :D
Wait, so you can have extraordinary supernatural abilities now?

There's how the thing works, and there's how you got it.

How it works is, at the point your character is using it, extraordinary. It's not invoking magic to " bend light around yourself and muffle any minor sounds you make." Things like real-world interactive camouflage and sound dampening show that you don't have to have magic to produce those effects.

Nor is it a piece of gear that can be taken from you.

Now, maybe that means you had a technomancer alter the quantum state of your entire body, so you could have different light and sound refracting qualities. that certainly would take magic to accomplish... but once it's done you just do it, like glass allows light to pass through it.

Or maybe you learned deep meditation techniques. This is the same universe as occult rituals after all, there's no telling what you can do with mind over matter.

Or maybe you had Stealthites, a form of nanites, injected into your body that can cause this reaction, with the same biochemistry that allows your electric nerve impulses to continue to function even if you are hit by an EMP.

Or maybe you allowed a Vangarian Phase Ooze seep into every pore of your body, so you could gain its natural ability to be hard to see and hear, though you can only prod the thing into doing so for short bursts at a time. Plus, everything sweet now tastes like copper, as you aren't afraid to remind friends.

Those are decisions you can make to match your character's background.
the effect is extraordinary -- far from "normal," but not explicitly driven by magic or active technology, regardless of how you originally gained the ability.

This makes me curious how the ability compares to a piece of tech which essentially does the same thing. I assume there will be some form of equipment based personal cloaking device. Does it doe the same thing but cost a lot, or not perform as well, or need more frequent/expensive recharging?


Faelyn wrote:
Rysky wrote:
Torbyne wrote:
Rysky wrote:
Shisumo wrote:
Torbyne wrote:
That is irksome... i have never met someone who knew the term "small arms" but would somehow think it only applied to pistols.
Really? I find it a quite common misapprehension, in fact.

It's common in gaming, both video and tabletop, for it to be literal.

small arms = one handed or otherwise compact.

Huh, i cant think of any examples myself... i have seen plenty of times where you get weapon classes like pistol, shotgun, smg and rifle. But i dont think i have seen something where you have a single group to cover pistols and shotguns but not smgs or rifles. was that a D20 modern thing?

Maybe, I think it was like that in White Wolf games. It's definitely like that in a lot of video games, I remember being caught off guard for Fallout: New Vegas actually averting that and teaching me that small arms was a bigger category than I originally thought.
Yup. Small arms (as a military term) generally refers to weapons carried and operated by individuals as opposed to crew-operated weapons and artillery. So essentially pistols, shotguns, rifles, sub-machine guns, and non-mounted machine guns are all 'small arms'.

In our world. That may not be the case in the Starfinder Universe


TheGoofyGE3K wrote:
Faelyn wrote:
Rysky wrote:
Torbyne wrote:
Rysky wrote:
Shisumo wrote:
Torbyne wrote:
That is irksome... i have never met someone who knew the term "small arms" but would somehow think it only applied to pistols.
Really? I find it a quite common misapprehension, in fact.

It's common in gaming, both video and tabletop, for it to be literal.

small arms = one handed or otherwise compact.

Huh, i cant think of any examples myself... i have seen plenty of times where you get weapon classes like pistol, shotgun, smg and rifle. But i dont think i have seen something where you have a single group to cover pistols and shotguns but not smgs or rifles. was that a D20 modern thing?

Maybe, I think it was like that in White Wolf games. It's definitely like that in a lot of video games, I remember being caught off guard for Fallout: New Vegas actually averting that and teaching me that small arms was a bigger category than I originally thought.
Yup. Small arms (as a military term) generally refers to weapons carried and operated by individuals as opposed to crew-operated weapons and artillery. So essentially pistols, shotguns, rifles, sub-machine guns, and non-mounted machine guns are all 'small arms'.
In our world. That may not be the case in the Starfinder Universe

That doesnt work though, the information is being relayed to us in english, not a made up term used in the setting, Navasi is not calling a group of weapons small arms, its informative rules text so it defaults to the normal English definition.


And if it was the definition of a word, I'd agree. But for a phrase? One that many people get wrong anyway? I can see them re-appropriating it.


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Pathfinder Rulebook Subscriber

Maybe sniper weapons are like bastard swords. If you aren't specifically proficient in them, they count as rifles. If you are specifically proficient in them then you can use their special rules.

Liberty's Edge

Torbyne wrote:
its informative rules text so it defaults to the normal English definition.

This is almost certainly false, because it's informative rules text. Somewhere in the equipment chapter will be a list of what precisely "small arms" means in the game's context, and that may or may not have anything to do with the real-world definition. (See also: rapier, bastard sword, longsword, falchion, etc.)


TheGoofyGE3K wrote:
And if it was the definition of a word, I'd agree. But for a phrase? One that many people get wrong anyway? I can see them re-appropriating it.

?

"small arms
ˈˌsmôl ˈärmz/
noun
portable firearms, especially rifles, pistols, and light machine guns."

they may have repurposed it but that would be making small arms the new "studded leather" of sci-fi.

Here's hoping Sniper Weapons is a weapon group unto itself.


Shisumo wrote:
Torbyne wrote:
its informative rules text so it defaults to the normal English definition.
This is almost certainly false, because it's informative rules text. Somewhere in the equipment chapter will be a list of what precisely "small arms" means in the game's context, and that may or may not have anything to do with the real-world definition. (See also: rapier, bastard sword, longsword, falchion, etc.)

Sad but true. :/ i have convinced myself that those mistakes were carried forward because of the history of the game and not wanting to confuse players coming from previous editions. In this age of abundant information i would like to think they would not continue to introduce alternative facts...

Silver Crusade

1 person marked this as a favorite.

... seriously?


Rysky wrote:
... seriously?

I could throw a sarcastic ";P" onto it if you'd like but the general sentiment is still there, it is annoying to see words that have meanings used inappropriately. D&D has a really long tradition of doing this and it makes the subject more sensitive to see it continuing.

Scarab Sages Developer, Starfinder Team

5 people marked this as a favorite.

Small Arms, Longarms, and Sniper Weapons are, as groups, all defined in the core rulebook. Their usage here, in the preview, refers to the game terms.

Which I admit isn't necessarily clear, since the phrases "average base attack bonus" and "fair base attack bonus" (in the Operative Preview) are adding a non-game term (average and fair) to a game term (base attack bonus) in a way that makes them sound different, but they aren't. They are both the 3/4 progression, for those familiar with how Pathfinder does those things.

Since it's come up, the weapon proficiencies are basic melee weapons, advanced melee weapons, small arms, long arms, heavy weapons, sniper weapons, grenades, and then there are special weapons. I'll likely talk about that a bit more in the soldier class preview.

While I understand (and appreciate) why people familiar with the real-world term "small arms" (which covers everything a single person can carry and operate on their own, as opposed to squad and light vehicle weapons) find it being used differently within Starfinder annoying, within the context of the rules it's clearly defined.

Silver Crusade

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You're comparing the miss-classification of weapons by people who are not RL weapon experts to outright deranged lying.


1 person marked this as a favorite.
Rysky wrote:
You're comparing the miss-classification of weapons by people who are not RL weapon experts to outright deranged lying.

Yes and i said i could put a sarcastic identifier on the comment if you'd like because tone cant really be relaid in text. But i disapprove of both practices, this is how we have people who believe in a flat Earth of the existence of studded leather ;P


Owen K. C. Stephens wrote:

Small Arms, Longarms, and Sniper Weapons are, as groups, all defined in the core rulebook. Their usage here, in the preview, refers to the game terms.

Which I admit isn't necessarily clear, since the phrases "average base attack bonus" and "fair base attack bonus" (in the Operative Preview) are adding a non-game term (average and fair) to a game term (base attack bonus) in a way that makes them sound different, but they aren't. They are both the 3/4 progression, for those familiar with how Pathfinder does those things.

Since it's come up, the weapon proficiencies are basic melee weapons, advanced melee weapons, small arms, long arms, heavy weapons, sniper weapons, grenades, and then there are special weapons. I'll likely talk about that a bit more in the soldier class preview.

While I understand (and appreciate) why people familiar with the real-world term "small arms" (which covers everything a single person can carry and operate on their own, as opposed to squad and light vehicle weapons) find it being used differently within Starfinder annoying, within the context of the rules it's clearly defined.

Thank you for clarifying the meaning it at least lays it out clearly. :)


Looks good, I may actually look at "the rogue" in a system for once. At least give it a shot to see if my style can built out of it. I have a feeling Soldier and Solarion are more likely to be my thing though. So politely requesting those previews.


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Yikes... that, uh, went south really quickly. I was just giving a non-game term a definition for folks that might have been interested. I was in no way looking to dispute the way Paizo has planned anything for their game (if my post was taken that way by anyone).

Thanks, Owen, for clarifying the In-Game terms for weapons. I think that is a great way to handle weapon proficiency, because realistically every firearm style has a very different way of being handled!


2 people marked this as a favorite.

The character art previewed for Starfinder has really been knocking it out of the park.

Star Captain Killjoy wrote:
I'LL TAKE A DOZEN!

Yeah, the ghost-specialized operative would be an awesomely lethal option for us gobs (or Tucker's kobolds).

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
Pillbug Toenibbler wrote:

The character art previewed for Starfinder has really been knocking it out of the park.

The only art up till now that I didn't really like was the Castrovel planet picture.

I am in love with the clothing the two Eox people wear (although I want mine to be either dark blue or dark green instead of black, and the green one with gold lines instead of silver) and I adore the Castrovel elf art.

I like art of the Starfinder iconics a lot , and am looking forward to the stories and the other previews of the classes.


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Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

As long as the definitions are clear, I'm not overly concerned if they don't match what the politicians (small arms laws) or even the US Army currently says.


KingOfAnything wrote:
The golden dragon emblem is a nice detail.

Mengkare perhaps? I might have spelled it wrong, but I'd imagine the Dragon run nation devoted to human advancement would've made it to the stars.


any new for the class act solerian ?

Scarab Sages Developer, Starfinder Team

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We're doing a lot of preview blogs, and they are schedule all the way up to the release day, so we will get to the solarian class preview, but I'm not sure just exactly when.


Will you do a preview on point buy?

My friends seem concerned that not giving points for lowering stuff below 10 will mean everyone's character will end up samey within the same role.

All soldiers having the same "16 STR, 16 DEX, 13 CON, 10 INT, 10 WIS, and 10 CHA", or every mystic will be "10 STR, 12 DEX, 12 CON, 12 INT, 18 WIS, 10 CHA", etc.


Owen K. C. Stephens wrote:
We're doing a lot of preview blogs, and they are schedule all the way up to the release day, so we will get to the solarian class preview, but I'm not sure just exactly when.

Ok thanks Buddy. Best for you and happy gaming.


Owen K. C. Stephens wrote:
We're doing a lot of preview blogs, and they are schedule all the way up to the release day, so we will get to the solarian class preview, but I'm not sure just exactly when.

The solarian is a Starfinder monk like class ?


demiurge108 wrote:
Owen K. C. Stephens wrote:
We're doing a lot of preview blogs, and they are schedule all the way up to the release day, so we will get to the solarian class preview, but I'm not sure just exactly when.
The solarian is a Starfinder monk like class ?

I have heard it is very similar to the Kineticist from some other posters on the forums.

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