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My girlfriend bought these for me because she knows I like to collect them even though we almost only play via VTT nowadays, for obvious reasons (I don't live in the US). They look amazing, I love the supernova/magical design, it conveys a unique feel of powerful and cryptic alien technology, which is the main focus of the Adventure Path. The crit hit (and maximum number of each die) is a cool stellar explosion. The colour combination is also extremely appealing to me as I like contrasted combinations and I want the results of my rolls to really pop out, not hard to read from across the table.
A great setting book!LotsOfLore —
Setting books are absolutely crucial for rpgs, in my opinions, it's what defines exactly why you love what you are playing at. For a sci-fantasy game such as this, a rich setting book is even more essential, as you are breaking new ground, and you need to do it in an epic, memorable way. This books does it in spades. The world building, the player hooks (arguably some of the most valuable content of this book), illustrations, playable options, starship travel and types (oh my the starships are gorgeous!), NPCs, factions, equipment, spells... this book has all you need to make the Pact Worlds your home and make them come to life in your mind. Even if your campaign takes place in the Great Beyond, you will still enjoy this book and find its exciting lore, and beautiful narration very useful. It's true that it might not be as rich as Pathfinder's Inner Sea setting book, but I find this one more than fulfilling. Looking forward to expansions for the Great Beyond or even a deep dive into the Drift!
Absolutely love it.LotsOfLore —
It's the real deal, this book fulfills the definition of "core" to perfection.
A ridiculously huge amount of equipment of all sorts! Very well illustrated and polished. The expansion this book adds to the game is incredible. The Armory is both much needed AND a very welcome addition, as the core rule book had just enough to be acceptable, in this specific regard, I would say. I can find absolutely no reason not to buy this book. This will give you material to chew on for years to come!
Better than Alien Archive in every aspect. Better illustrations, more content (also due to the fact that the monster creation rules were already presented in the previous book) and more polished. The addition of the polymorph spell and mechanics is amazing and super fun. You have bought AA1 because it's good but mostly because you need it... Then, I promise you'll buy this AA2 because you will WANT it!
Very good essential bookLotsOfLore —
Beautifully illustrated, rich with monsters and playable races options. The part about how to create monsters is fantastic and absolutely needed. The only reason I didn't give it 5 stars is that I found a few errors (mostly missing stats) which bring down the polish of this product quite a bit. Furthermore, due to the complexity of the equipment side of this game it makes for a decent amount of cross-referencing the core rule book in order to find what you need, and that sucks.
Starfinder Adventure Path #1: Incident at Absalom Station (Dead Suns 1 of 6)Paizo Inc.
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Classically glamorous + mechanically ambitious = good fun!LotsOfLore —
This is a classic sci-fi adventure, with a modern twist towards the end, and perfectly crafted. We just started it and I am enjoying preparing it thoroughly as a GM. My players are loving it, will wait to hear their final impressions on it.
P.s.: I've seen a number of low ratings... I don't understand most of them, they seem to have very weird unmet expectations.