Note from paizo.com: This product and thread has been renamed, changing Starfinder to Starjammer. See this post for further information.
"Starfinder" will be a primary guide to plan and play adventures in space. Travel between worlds, fight space pirates, or become one yourself! Discover new alien species and use amazing feats to help you become a great spacefaring vessel captain if you choose! Customize your vessel to create the perfect vehicle to suit your playstyle.
John will be releasing more details as they become available on d20pfsrd.com, so visit the website or d20pfsrd.com's Facebook page for more information!
Of course, we welcome your questions!
I am currently in the process of working on a Dark Sun conversion for Pathfinder. At present, I have just gone through the races portion of the conversion, and I have a few goals in mind for the rest of the setting. They are as follows:
As such, you can find a preview of the material that I'm working on here.
Please feel free to share your constructive comments.
I've been contemplating taking a crack at Pathfinder in space ever since Distant Worlds came out. I recall playing Spelljammer years ago, and while I do not want to create a Pathfinder version of Spelljammer, the intent is to create a viable game environment that capitalizes on the potential to travel from planet to planet, system to system, all the while playing Pathfinder.
The ideas are, by no means, fully formed as of yet, but I do have some basic notions of how to begin.
Starvessels: Unlike Spelljammer, there won't be open-deck vessels. They will be closed-hull ships that maintain their own individual gravity (via use of gravity generator systems that can be damaged), can have different means of propulsion, armour and shielding, weaponry, hit points that are based on the vessel's mass and are broken down into "breached" and "destroyed" damage categories (depending on your intent). Individual systems can be targeted (at penalty), and crews will be able to scavenge, board, repair and more during travel.
Travel in Starfinder: The basic premise is that any group should be able to traverse the stars, and while that would require magitech in order to accomplish this feat, it should not be completely dependent upon spellcasters to provide the means. To that end, the idea is that there are multiple means of propulsion (which are incompatible with each other); starwind engines, gravity impellers, essence domes and spellforge turbines, for example. There would also be environmental hazards that could affect travel in Starfinder.
Ship to ship combat: Weapons have also made magitech advances and there will be a wide variety of armaments to choose from, from steam cannons, spell projectors and to storm ballistae and force spears. However, combat exists in a three-dimensional environment, and so tactics are going to be vitally important (especially range calculations). Armour and shielding also play a defensive role in both damage reduction (for armour) and whether or not your ship gets hit in the first place (for shielding). Maneuverability can also reduce your chances of getting hit (like dexterity-based bonuses to armour class normally work). I think calculating in ship speed would over-complicate space combat, but would remain important for tactical positioning.
Boarding parties would be relevant, once a vessel's breach-damage threshold had been reached. There would be no automatic de-pressurization of vessels provided that certain systems are intact (like the life-support systems); too easy of a kill that spoils the fun, and we want to be able to initiate daring raids on enemy vessels. Gunslingers and firearms would be particularly well-suited to the entire setting.
Races: There isn't a huge need for additional races in Starfinder, as the Advanced Race Guide has already provided a plethora of races that could be used. However, I have always had a soft-spot in my heart for the Scro, so they would probably influence at least one new race for Starfinder. I could see the standard seven (Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs, Halflings and Humans) sharing the limelight with both featured races like Catfolk and Tengus (and all the rest) as well as uncommon races like Nagaji and Strix.
I don't see too many monsters making an appearance as antagonists that have their own ships out there. No illithid fleets or beholder warships are really needed, but some monsters could definitely be found out there on ships crewed by other races. It wouldn't be out-of-line to find a cacodaemon being kept on board an enemy vessel as an engine-room guardian if you so desired. Encountering a swarm of them attacking the hull of your ship could be rather interesting, if your story took you there.
Constructive input is welcome.
This has been up on d20pfsrd.com for quite some time, and I created it several years ago for use in a homebrew campaign. I thought that I would share it with the community here. If you enjoy it, please feel free to use it in your homebrew games and to give appropriate credit for its use. If you have any constructive criticisms, I am open to them. Thank you for your consideration.
The long-lived nathauans are dark cousins of the fey creatures of the surface world, distantly related to the elves, but not in the same way that drow are. Nathauans value their privacy and customs, and are often slow to make friends and quick to make enemies. Such alliances or rivalries can last for generations. Nathauans typically view other sentient races as inferior and occasionally consume them for sustenance, considering their flesh to be a delicacy. Most nathauans have a dark sense of humor and prefer to make threats to get others to follow their orders rather than employing diplomacy. However, once nathauans form familial bonds, they are quite loyal to and affectionate with their partners and family.
Physical Description: Although generally taller than humans, nathauans possess a graceful, fragile physique that is accentuated by their short, pointed ears. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils, typical in shades of red, violet or green. Their teeth are also filled with sharp, shark-like teeth that are perfect for consuming meat; nathauans do not eat vegetables. While nathauan clothing is often dark and utilitarian, there are members of their race who prefer more personal flair and garb themselves in suitably militaristic or otherwise impressive clothing.
Society: Nathauans prefer to shape their environs to suit themselves, often transforming large cavern complexes into cities of dark and somber beauty.
Relations: Nathauans are prone to dismissing or bullying other races. They typically do not care for neighboring races to venture too closely to their territory and will often engage in bloody border disputes with drow, duergar and svirfneblin. They regard surface creatures as weak "sunlanders" who are afraid of the shadows and who have no appreciation for the power of the nathauan peoples.
Nathauans have no qualms about engaging in acts of cannibalism or betrayal. They will occasionally kill and consume older and weaker members of their own race for special occasions, finding such activities to be perfectly normal and acceptable.
Alignment and Religion: Nathauan are reserved, but seemingly capricious creatures, yet value strength and beauty. Most nathauan are lawful evil, enjoying a rigid structure of mores and rules that dictate their lives, and enjoy circumventing their own rules in order to profit at the expense of others. Nathauans tend to worship darker gods, particularly those of trickery, strength or magic. Their patron goddess, Sybé of the Phantom Lights, is a goddess of trickery and dark magics.
Adventurers: Many nathauans embark on adventures out of a desire to explore the world, leaving their desolate underground realms to search for powerful new magics or to seek out lost kingdoms established millennia ago by their forefathers. Nathauans generally eschew melee classes like barbarians and monks because of their frailty, preferring instead to pursue their natural talents and take up spellcasting classes such as wizards, witches, and clerics, as well as more subtle classes such as rangers and rogues. It is exceptionally rare to find paladins among the ranks of this dark race.
Male Names: Bratheon, Frontes, Jendaris, Meridion, Stathael, Tesredar, Ythael, Zalaedik.
Female Names: Amantadala, Cenriote, Evandara, Kridae, Meristrae, Pharaxa, Seliadi, Troinadara, Valeriana.
The following racial traits are available for a nathauan character to take at character creation.
Growing up with the dangers that the subterranean world presents has honed your senses.
Benefit: You gain a +2 trait bonus on Initiative checks.
Nathauans are a magically gifted race and as such, magic comes easy to them.
Benefit: Their inborn talents grant them mastery of a cantrip. Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability’s Save DC is Charisma-based.
Random Starting Age
1 This category includes barbarians, oracles, rogues, and sorcerers.
Random Height and Weight
The Guide is a work in progress, and it's my second such guide; the first being my Guide to the Optimal Paladin & Antipaladin. It's based upon my experiences with the Inquisitor class and upon the advice of those who have come before me. Any constructive commentary is welcome. You can find the guide located here. I have yet to complete my work on the Inquisitor Spells, Inquisitor Gear, and maybe even putting in some sample builds.
Thank you for your time.
The Guide is a work in progress, and it's based upon some advice that I've taken to heart in playing Paladins, but it's my crack at a guide. Any constructive commentary is welcome. You can find the guide located here, and you are free to comment on the comment stream on Google Documents as well.
Thank you for your time.