The complaints about universality are curious. I have never heard it suggested that one should not make a Vudran swashbuckler or a Gokan paladin even though those words are both steeped in European literary traditions. One person expressed a sentiment about Druids but most people appear fine with their ability to be translated as well. Yet there always seems to be concern over the alleged universality of words like monk and ninja, despite somewhat of a consensus on what those terms represent. This dichotomy gives the impression that the word universal is coded language meant to represent Europe and Whiteness, or perhaps the Anglosphere more specifically. Such that saying a term is not universal enough is to say that it is insufficiently white in its current form. Given the consistency in which terms within the European tradition are used freely while terms outside it are subject to enhanced scrutiny, I do not see any other way to parse that framing even if that may not be the intent of individual writers.
Paizo's handling of a product, its distribution, and potentially anticonsumer business practices involved therein seems exceptionally relevant to a product discussion thread. I have found the information brought to light by this conversation to be very enlightening. If there is something else about the product you wish to discuss, you could try simply doing that.
keftiu wrote: Two Iconic changes in this edition have replaced women of color with nonhumans. It’s definitely a little frustrating… and I quite like the new Oracle and Psychic! I cannot complain about any of the new iconics in isolation. The pattern however is becoming awkward: shifting Rivani and Alahazra out of focus, quietly making Seoni paler and blonder, something Paizo described as an 'evolution', and the subtle reintroduction of biological essentialism through Ancestry options all create an uncomfortable disconnect between the way Paizo talks about these issues and the way they design their products.
Sibelius Eos Owm wrote: Oh yeah, the question of whether an AoO happens seems like it was fairly well settled already (summary for those who've missed the last half dozen posts, if they Sneaked successfully and became Undetected throughout movement, no AoO. Is it strange to anyone else to read a thread with a back and forth argument where nobody really agrees on anything only for someone to show up and unilaterally declare the issue has been settled, usually by asserting that they were Right All Along? It happens a lot here.
Deriven Firelion wrote: I'd rather they focus on getting Kingmaker done for PF2 than errata for archetypes that probably barely get used. Kingmaker's been done for a while. Just like the APG errata, if information is to be believed. The AP backmatter that's slated for errata has already been indicated in various forum posts too. Paizo just seems to have some issues with followthrough.
Kuzcoburra wrote: But, statistically, we can confidently conclude that the Thaumaturge will consistently perform as one of the highest damage dealing classes in the game once it starts swinging. Other classes might get lucky rolls with max results on bonus damage dice, but the Thaumaturge at its worst is going to be hitting as hard as a Giant Instinct Barbarian. Well, no. At worst the Thaumaturge is going to be getting nothing because they critically failed Find Flaws or because the weakness is one they could have simply exploited naturally and because empowerment is less of a proper damage bonus and more an acknowledgement of the quasi-two-handed nature of the class' core mechanics. More commonly, 2-12 additional damage which, contrary to your assertion, puts them more in line with an Animal or Fury barbarian than Giant except the Thaumaturge's extra damage cannot crit and is mutually exclusive with triggering weaknesses normally. So strictly worse than either of those combat mechanics.And that is not even touching upon the action economy, which you mentioned in your opening statement but do not appear to have accounted for in your math. I am not sure any conclusion can really be drawn when so many of the underlying mechanics of the game are simply ignored here.
Alfa/Polaris wrote: No, it does not tell us anything, as the two weapons have very little to do with one another besides being in the same general category. They are both 1d8 0 reload (after correcting the daikyu's typo) long range bow type weapons with no other traits enhancing them. Simply factual to point out that that is a significant number of similarities. Pretending otherwise serves no one. Then the crossbow picks up additional range at the cost of requiring a magazine to be loaded. A common refrain in this thread has been that Paizo must have forgotten to include traits for the Daikyu or otherwise erred when printing it because it is obviously undertuned. Paizo, after seeing those concerns, turning around and printing another weapon in the same category with the same damage and same lack of enhancements and even the same weapon group sends a fairly clear message that they are happy with the place those weapons are in. Otherwise the repeating crossbow would not exist as it does. What it does not tell us is why, since the repeating crossbow could easily just have been a martial weapon without really rocking the boat, but it does not change what Paizo decided to print.
Guns and Gears just added the repeating crossbow is nearly identical to the daikyu but gains an extra 40 feet of range at the cost of a 3 action reload every 5 attacks. Given how much scrutiny has been leveled at the daikyu, Paizo printing a second advanced ranged weapon that is so similar sends a strong message that this is fully intentional, minus the obvious reload typo. It does not really tell us why they made these weapons compare so oddly to their martial counterparts but it does tell us that it is entirely on purpose.
The eidolon does not get its own actions. The two of you share actions, the eidolon entry says that outright. The only line that prescribes any priority to the actions is the rule about confusion and control effects. Otherwise there is no guidance beyond that you 'share' them. The only other place action sharing is discussed is the tandem trait, which mentions specifically that you cannot use tandem actions if you are unable to act. Weirdly redundant under their interpretation but probably not any more meaningful if they have already decided how to rule it. Quote: Where does it actually state (besides the exception in the meld into eidolon feat) an eidolon can be going around doing things while their summoner cannot act (asleep, petrified, etc)? You already quoted it. The book could not be any clearer in that regard. If the rest of the group wants to disregard that to make the summoner weaker even after you have already pointed it out, all you can really do is respect their decision.
The biggest culture shock I have seen groups encounter is healing. In 5e, PF1 and 3.5 healing is a fairly low value tactic. PF2 does not function properly as a game without a healer. Make sure your party has one. Note that also unlike those other systems, investment in the Medicine skill and associated feats is a valid path to becoming a competent healer too.
The Tage wrote: They feel like they are an artificial tax that has been imposed. That is their design intention. During the playtest a number of options were considered and a preponderance of players, according to Paizo, deeply enjoyed the fantasy trope of a character who is helpless without magical equipment. Paizo crafted their magic item rules specifically to cater to this fantasy.
Is your GM using cover rules properly? Anecdotally many GMs, even in PFS, forget or ignore lesser cover entirely in PF2. Whether or not those cover rules are being used properly is a significant contributor to the question of whether or not archers are good. The near permanent -1s from lesser cover and the common -2s from standard an archer will have to deal with has a very meaningful impact on their damage output or deprives them of their advantage as a turret if they want to mitigate it.
Aw3som3-117 wrote: Please tell me you at least understand the concept I'm explaining about the order of operations I understand it, it is just a fundamentally flawed premise that reflects nothing in the rules. There is no order of operations. There are just two abilities you must at all times account for. Grasping Reach applies before Fatal activates. It also applies after Fatal activates. It continues to apply at all times until you turn it off because it is, once activated, essentially a passive effect. The concept of checking for grasping reach once and then never looking at the ability again does not relate to any actual rule. Quote: It doesn't cease to function. If something increases damage by 10, and then an ability nullifies damage, does that mean that that the increase in damage ceased to function, or that you need a special exception to overrule the increase? Of course not. If you had an ability that reduced the damage you dealt by 3 and a second ability that increased the damage you dealt by 10, would you argue that you must deal 10 extra damage because it applies second and overwrites the damage penalty? If that does not make sense and you think 10-3 is 7, then stop doing the same thing here.
Stunned and Slowed do the same thing. Fatal and Grasping Reach do relatively opposite things. The comparison does not really follow. Quote: Fatal has a die size. Fatal has a die size and you're under an effect that reduces your die size. So you apply both. Fatal-1. Aw3som3-117 wrote: I understand what you're saying, but again, the assumption that that's how it works is unfounded in the rules It is pretty well founded in the rules actually, because it's what Grasping Reach does. We have two interpretations. One of them requires you to assume Grasping Reach ceases to function whenever you crit, based on nothing but wishful thinking. The other is based on both abilities functioning as written at all times. You can 'both sides' all you want, but this is just trying to finagle some extra power out of an ability.
Aw3som3-117 wrote: One reduces; one replaces. Basic math tells us that the order is VERY important in that scenario, and I see nothing in the rules that would indicate the change to d12 happens first. The problem with this line of logic is the whole notion of 'first' to begin with. Grasping Reach is not a triggered ability. There is nothing to support the idea that there is some logic gate that you only pass through once. Weapons wielded in your extended reach have their die reduced one step. That is it. That is just what the ability does and if you want it to stop, you need to stop wielding your weapon in an extended grasp. There is no 'temporarily suppress this ability when...' language to infer or squeeze out of the text here.
Pumpkinhead11 wrote: One very real issue with saying Grasping Reach works over Fatal is no matter how it’s ruled, one of the rules will betray the other. Fatal bumps the weapon up to d12 and gives you an additional d12 die. Grasping Reach reduces the weapon damage d12s to d10s. There is no betrayal because both abilities function. They just happen to mitigate each other just like any other bonus and penalty applying simultaneously would.
Why though? In RPG culture the term longsword is well understood within its current niche. Renaming it to satisfy HEMA enthusiasts does not really serve them at all. Even saying it benefits historical accuracy is a reach, because modern sword classifications are just that: modern conventions for the convenience of historians and hobbyists.
You don't need thousands of hours of experience to know that there are some things casters just suck at in PF2. What's less apparent to people in this thread is that those gaps are cornerstones of Pathfinder 2's design philosophy. There are serious gaps in what spellcasters can do and those gaps tend to conveniently align with what martials are good at. This is how PF2 addresses martial-caster disparity: by making martials indispensable even though they still kind of suck. Notice that PF2 doesn't have 6-th level casters anymore despite how popular they were in PF1 (weaker than full casters, but more likely to encroach on martial design space). Notice the things that PF2 casters are the most obviously worse at compared to PF1: Layering defenses, dealing with bosses, summoning meatshields of their own, etc. None of this is on accident. PF2 creates a synergy where spellcasters are good at manipulating battlefield conditions, AoE damage and providing lateral solutions to problems. Martials meanwhile are good at hitting things with sticks. That's the balance. That's why blasting bosses or building pseudo-martials out of warpriests or wizards with weapon dedications or even mutagen alchemists feels bad. Because you aren't supposed to do that.
It's how the math bears out. A fighter w/ 3-4 attacks and d12 weapon vs ranger w/ 4-5 attacks and 6 agile favors the fighter. Doesn't include ranger rehunting or fighter using dual hand or exacting either. Sawtooth or chakram can boost the ranger, but will still never be significantly ahead at any point.
Midnightoker wrote: Does that make the Class weak? Not really. It's actually fine, it has some issues as far as being Streak-y when it comes to crits and some logistics issues at the moment, but it is not a "weak" Class. The Playtest gunslinger is so problematic that you are often better off taking a proficiency dedication and never using a gun at all. If that's really okay to you it informs a lot about your opinions regarding the Witch.
Cool Tiefling wrote: He chooses to disregard my example of rules writing that goes against what he believes Nothing you've posted contradicts the rules cited at the top of the thread. Weapon Familiarity verbosely listing both weapons does nothing to invalidate the general rule in the same way that Domain Initiate describing focus pool mechanics doesn't invalidate the general rules for focus pools. To establish the distinction you want to make you need something that explicitly does so. Or you can just keep patting yourself on the back, since that seems to be the only real purpose of this thread.
Ravingdork wrote: that there were so many forces in the world trying to stygmatize and stamp out non-standard means of earning an income, forcing more and more people into the regular 9-5 paradigm. Could be people just have legitimate issues with the service, rather than you being some sort of moral crusader leading a modern civil rights movement in the sphere of D&D. I do not see anything wrong with a GM wanting to monetize their services if they can find the customer base for it, but this incessant self aggrandizement is just gratuitous.
Deriven Firelion wrote: you have a very good chance of killing an equal or lower level character with 1 action. Define very good. Using the numbers you provide we have a ~25% success rate, so if you have four enemies you can kill one of them at the cost of 10 actions and a spell slot, on a character who has maximized their investment in charisma and intimidation.
Cordell Kintner wrote: What I really didn't like about this discussion was that no one used any stats to try to argue against me. This is an odd criticism to level when you were the one making a math-based argument, especially since you're admitting in this same post you never actually bothered to check the math at the time. It's deeply irresponsible to argue a rules element is mathematically overpowered without even bothering to run the numbers to see if your claim is true. It's disingenuous and hypocritical to then deflect that responsibility onto other people for not correcting your mistake for you.
Darksol the Painbringer wrote: and it's by no means a strawman. Just to be clear, this isn't an attempt at glibness. The previous exchange fits the literal definition of a straw man. RD stated a position and you intentionally misrepresented that position for the sake of appearing to discredit it. I am unsure if you're being dismissive or willfully ignorant, but it deserves emphasis, that is quite literally what a straw man is. You also more or less called them a liar and accused them of arguing in bad faith, baselessly as far as I can tell. Awfully intense reaction for a quibble over a minor footnote in the rules of a tabletop RPG.
Themetricsystem wrote: we aren't here to discuss how people feel about the Rules, we are here to discuss what they actually say and mean. Pretty sure we're here just to pat ourselves on the back about how smart we think we are, while ridiculing people who come to different conclusions about badly written rules text as incompetent morons. Darksol the Painbringer wrote: Craft checks are for making things. You aren't making things, so no check is required by that logic. Occasionally we mock people with strawman arguments, too. Discussing what the rules mean is pretty far down the list.
graystone wrote:
Shifting magic staves is no go per errata. Odd in a way to gloat about being right all along and then point to a document of changes to the game as evidence.
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Hello everybody and welcome to the gameplay thread of this gameday's Starfinder Special. Have a seat, dot in and listen to some of our complimentary lounge music while we wait for the show to start
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Hello everybody and welcome to the game. Please enjoy some elevator music while we wait for everybody to join in. Feel free to dot in on the game play thread and describe your character - I'm particularly keen to know what they intend to dress up as for Spookyween! Please also register your character here
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The Starfinder Society is one of a dozen prominent organizations invited to participate in the Great Absalom Relay, a live-streamed relay race across Absalom Station and the most anticipated charity event of the year! Charm the audience and upstage your competition as you overcome obstacles and compete in challenges in this showcase of Absalom Station’s hotspots. Win or lose, the spotlight’s on you!
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The Starfinder Society is one of a dozen prominent organizations invited to participate in the Great Absalom Relay, a live-streamed relay race across Absalom Station and the most anticipated charity event of the year! Charm the audience and upstage your competition as you overcome obstacles and compete in challenges in this showcase of Absalom Station’s hotspots. Win or lose, the spotlight’s on you!
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Discussion thread for Submerged Stars!
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Welcome to Arniselle, an aquatic world where colorful morlamaws once worshipped cosmic horrors—or did they? Local Starfinder Hinevera is determined to prove that her people’s ancient past isn’t all foul cosmic entities! Years of extensive research and field work have led her to multiple promising ancient ruins that could shed light on the broader history and beliefs of ancient morlamaws. But as the tides turn, and Hinevera and her team fail to make contact, one thing becomes clear: something is wrong. Travel to the planet of Arniselle and explore ancient ruins on a rescue mission submerged beneath the waves!
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Discussion thread for Archives of Eternity
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First Seeker Sarmak’s archaeological survey of the ancient city of Eternity continues, as the Starfinders explore a server archive created by the First Ones of Aballon, uncovering tantalizing information and long-buried secrets. When a mysterious and violent group known as Those Who Call makes an unexpected appearance, it’s up to the Starfinders to save the day!
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In order to retrieve valuable resources necessary to repair the Wayfinders' flagship, the PCs follow-up on another team's investigative mission to a long-abandoned Starfinder Society lodge on a world in the Vast. Finding the lodge submerged and already partially flooded, the PCs quickly realize they are far from alone in the depths of the distant world's ocean.
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In order to retrieve valuable resources necessary to repair the Wayfinders' flagship, the PCs follow-up on another team's investigative mission to a long-abandoned Starfinder Society lodge on a world in the Vast. Finding the lodge submerged and already partially flooded, the PCs quickly realize they are far from alone in the depths of the distant world's ocean.
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First Seeker Sarmak’s archaeological survey of the ancient city of Eternity continues, as the Starfinders explore a server archive created by the First Ones of Aballon, uncovering tantalizing information and long-buried secrets. When a mysterious and violent group known as Those Who Call makes an unexpected appearance, it’s up to the Starfinders to save the day!
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Zo! Media is the Pact Worlds’ largest multimedia entertainment empire. Run by the enigmatic and ever charismatic undead elebrian Zo!, Zo! Media’s most popular shows thrust living contestants into challenging, desperate, and often lethal situations. His newest show, Wheel of Monsters, pits adventurers, thrill-seekers, gladiators, and veteran soldiers against dangerous and strange creatures collected from across the stars. Whether the contestants are fighting for honor, glory, or to pay off a gambling debt, Zo! has promised an unusual twist on each broadcast that’ll be sure to keep both viewers and contestants guessing to the very end. Step right up, come on down, and ready your laser pistols… You’re the next contestants on Zo!’s Wheel of Monsters! Where there’s a big prize if you make it out alive!
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The River Between is a rushing waterway contained within a cylindrical containment field that winds through the Diaspora, connecting hundreds of asteroids and sarcesian crèche worlds in an endless loop. For years, the River Between’s current has slowed, and its waters have darkened, becoming fallow and murky. Now, the River Between is drying up, and all signs indicate it’s an act of sabotage perpetrated by notorious space pirate Alera Okwana, captain of the Riveters. Grab your laser pistol, plot a course for the Diaspora, and raid a pirate stronghold in your quest to save the River Between!
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The River Between is a rushing waterway contained within a cylindrical containment field that winds through the Diaspora, connecting hundreds of asteroids and sarcesian crèche worlds in an endless loop. For years, the River Between’s current has slowed, and its waters have darkened, becoming fallow and murky. Now, the River Between is drying up, and all signs indicate it’s an act of sabotage perpetrated by notorious space pirate Alera Okwana, captain of the Riveters. Grab your laser pistol, plot a course for the Diaspora, and raid a pirate stronghold in your quest to save the River Between!
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Discussion thread!
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For millennia, Birnam’s Bubble has been a planet untouched by outsiders, fully encapsulated in an impenetrable shield of unknown energy and protected by powerful automated defenses. Through this barrier, explorers and surveyors have glimpsed pristine settlements, verdant flora, and inexplicable magical emanations—yet no fauna or citizens populate the world’s surface. As in many other parts of the galaxy, the Drift Crisis changed everything. Now, the energy barrier surrounding Birnam’s Bubble cracks like shattering glass, and shards of this solidified energy have begun to fall through the atmosphere to the planet’s surface, causing significant destruction. Enter the breach and uncover the secrets of the lost civilizations of Birnam’s Bubble before they're lost forever! Welcome to the Starfinder Playtest! You can directly shape the future of the Starfinder Roleplaying Game by participating in a fun and rigorous playtest period using the Starfinder Playtest Rulebook and one of several playtest adventures—including Starfinder Playtest Scenarios! Each Starfinder Playtest Scenario is a short, single-session adventure designed to be played in 2–3 hours and written by a member of the Starfinder Team.
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A Starfinder Second Edition Playtest adventure designed for 5th-level characters. Countless derelict and abandoned starships litter space—some damaged beyond repair, some containing valuable cargo, and others empty save for the dead. The Xenowarden starship Bloom is one such ship. During a routine survey mission to a newly discovered dwarf planet in the Vast, the crew of the Bloom collected a variety of biological and environmental samples, secured the samples for further study, and departed, plotting a course through the Drift to a mobile research laboratory in the Pact Worlds. The Bloom that emerged in Pact Worlds’ space was much changed—unresponsive, careening out of control, and with no sign of the ship’s crew. Explore the biomechanical corridors of the Bloom to uncover the fate of its missing crew and face off against a dangerous, alien predator that can’t be allowed to survive. The Bloom is haunted. That’s the least of your problems. Welcome to the Starfinder Playtest! You can directly shape the future of the Starfinder Roleplaying Game by participating in a fun and rigorous playtest period using the Starfinder Playtest Rulebook and one of several playtest adventures—including Starfinder Playtest Scenarios! Each Starfinder Playtest Scenario is a short, single-session adventure designed to be played in 2–3 hours and written by a member of the Starfinder Team. Written by: Jessica Catalan
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Tabrid Minor is a planet on the brink of devastating ecological collapse. While the planet’s government refuses to alter course or change policy, hope is not lost. The Coenocopi Foundation works hard to rekindle ancient copaxi magical traditions, in the belief that their spread would cause many citizens to adopt a more ecologically responsible way of life, turning the tide of destruction. Unfortunately, these magical traditions have been lost to time and government erasure. Enter the Starfinder Society! Explore the rotating ruins of Gadrathar Fortress, a shattered citadel floating miles above the surface of Tabrid Minor, on a quest for ancient wisdom and magical secrets.
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Objection! For years, Zo (the city) and Zo! (the bombastic undead media mogul) have been engaged in a legal dispute over their shared name. Finally, both parties have agreed to a trial on the planet of Triaxus to put the matter to rest for good. In a bold move, Zo! calls in a favor from the Starfinder Society, requisitioning a team of Starfinders to represent him in the trial. Make your case to the jury, ready your counterargument, participate in a trial by combat against a team of crack combat-lawyers, and smile for the camera in the live broadcast of the decade!
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Perched on the edge of the Pact Worlds, the planet Aucturn is an inhospitable place with a foul reputation, believed by many of its fanatical inhabitants to be a massive, alien womb. After receiving conflicting reports of strange psychic and cosmic phenomena occurring on the planet’s surface, the Starfinder Society dispatches a team of experienced agents to travel to Aucturn and investigate. As the Starfinders strive to unravel the source of these occurrences, persistent tectonic activity rocks the planet. Aucturn is hatching! The end is nigh!
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Welcome everybody to this play-by-post game. To get this going, I need a few things from you:
I like to keep a good pace in my games, and would normally ask for a posting frequency of 1/day + 1/weekend. I use the 'two-vote' for moving to new areas. In combat, I usually give people 24 hours to post an action (which is usually more than enough), and I'd either ask the other players to suggest an action or just allow the player to catch up when I don't hear anything after 24 hours. If there are days that you are not available, or if something unexpected comes up, that's of course no problem - if possible, a notification is appreciated.
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After foiling a vicious robbery, the Starfinder Society is hot on the trail of the Organization, a mysterious and violent criminal syndicate whose true name remains unknown. A team of clever Starfinders are dispatched to the planet Verces to investigate Dayside Inc., a shell corporation with suspected ties to the Organization. Your orders are simple: sneak in, snoop around, and don’t get caught! But intel uncovered at Dayside Inc. hints that the Organization is planning something that will threaten the lives of millions. Who is the Organization? What is Project Dawn? And most importantly, do the Starfinders have time to stop it?
| Recruitment Board | How is my flying? (feedback) | DICEBOT LOVES YOU | Happy Holidays! Except somewhat slower posting than usual during the festive season |Starship combat cheat sheet | STEAL THIS TEMPLATE | Augustana Event Code 2026: 7002139 | How is everybody doing?
Objection![i] [i]For years, Zo (the city) and Zo! (the bombastic undead media mogul) have been engaged in a legal dispute over their shared name. Finally, both parties have agreed to a trial on the planet of Triaxus to put the matter to rest for good. In a bold move, Zo! calls in a favor from the Starfinder Society, requisitioning a team of Starfinders to represent him in the trial. Make your case to the jury, ready your counterargument, participate in a trial by combat against a team of crack combat-lawyers, and smile for the camera in the live broadcast of the decade!
| Recruitment Board | How is my flying? (feedback) | DICEBOT LOVES YOU | Happy Holidays! Except somewhat slower posting than usual during the festive season |Starship combat cheat sheet | STEAL THIS TEMPLATE | Augustana Event Code 2026: 7002139 | How is everybody doing?
Under the watchful eye of newly elected First Seeker Sarmak, the Starfinder Society travels to the machine planet of Aballon to undertake an archaeological survey of the ancient city of Eternity. Using a relic known as the Eternity Drive, the Starfinders launch initial explorations, uncover long-forgotten information about the fabled First Ones, and clash with a violent faction of anacite extremists named Those Who Call.
| Recruitment Board | How is my flying? (feedback) | DICEBOT LOVES YOU | Happy Holidays! Except somewhat slower posting than usual during the festive season |Starship combat cheat sheet | STEAL THIS TEMPLATE | Augustana Event Code 2026: 7002139 | How is everybody doing?
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| Recruitment Board | How is my flying? (feedback) | DICEBOT LOVES YOU | Happy Holidays! Except somewhat slower posting than usual during the festive season |Starship combat cheat sheet | STEAL THIS TEMPLATE | Augustana Event Code 2026: 7002139 | How is everybody doing?
The Azlanti Star Empire is a vast union of diverse species, worlds, and star systems under the tyrannical dominion of humans who left Golarion for the stars long before the Gap. Under the leadership of Star Imperators Iorian and Yridela Ixomander, the Azlanti Star Empire seeks to bring all inhabited worlds under its hegemony, exploiting their knowledge, labor, and resources for the good of the empire. With a navy rivaling that of the Pact Worlds and the Veskarium combined, its ruthless legions of gem-augmented Aeon Guard pose a terrifying threat to the inhabitants of the galaxy. Most systems—including the Pact Worlds—have forbidden their citizens from entering Azlanti space, lest they draw the Imperators' covetous eyes. Yet, a foe as powerful as the Azlanti Star Empire can’t be ignored, and numerous factions have dispatched agents into the Star Empire to operate in secret, acting as the eyes and ears of the Pact Worlds—a first line of defense against invasion. When an undercover Starfinder broadcasts an emergency call for extraction from New Thespera, at the heart of the Azlanti Star Empire, Venture-Captain Naiaj dispatches a team of highly experienced Starfinders to answer the call. Infiltrate the Azlanti Star Empire, retrieve a Starfinder in peril, and escape with your lives—if you can!
| Recruitment Board | How is my flying? (feedback) | DICEBOT LOVES YOU | Happy Holidays! Except somewhat slower posting than usual during the festive season |Starship combat cheat sheet | STEAL THIS TEMPLATE | Augustana Event Code 2026: 7002139 | How is everybody doing?
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| Recruitment Board | How is my flying? (feedback) | DICEBOT LOVES YOU | Happy Holidays! Except somewhat slower posting than usual during the festive season |Starship combat cheat sheet | STEAL THIS TEMPLATE | Augustana Event Code 2026: 7002139 | How is everybody doing?
Recovering from its recent trials in the Scoured Stars, the Starfinder Society finds itself the target of a vicious media smear campaign. To combat this unexpected threat, the Society sends a group of agents to build up some standing in the Pact Worlds by taking part in a series of televised events orchestrated by the undead media mogul, Zo!. What these heroic agents don't know, is that their competition is willing to do whatever it takes to stop them from restoring the Society's tattered image.
| Recruitment Board | How is my flying? (feedback) | DICEBOT LOVES YOU | Happy Holidays! Except somewhat slower posting than usual during the festive season |Starship combat cheat sheet | STEAL THIS TEMPLATE | Augustana Event Code 2026: 7002139 | How is everybody doing?
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| Recruitment Board | How is my flying? (feedback) | DICEBOT LOVES YOU | Happy Holidays! Except somewhat slower posting than usual during the festive season |Starship combat cheat sheet | STEAL THIS TEMPLATE | Augustana Event Code 2026: 7002139 | How is everybody doing?
Under the watchful eye of newly elected First Seeker Sarmak, the Starfinder Society travels to the machine planet of Aballon to undertake an archaeological survey of the ancient city of Eternity. Using a relic known as the Eternity Drive, the Starfinders launch initial explorations, uncover long-forgotten information about the fabled First Ones, and clash with a violent faction of anacite extremists named Those Who Call.
| Recruitment Board | How is my flying? (feedback) | DICEBOT LOVES YOU | Happy Holidays! Except somewhat slower posting than usual during the festive season |Starship combat cheat sheet | STEAL THIS TEMPLATE | Augustana Event Code 2026: 7002139 | How is everybody doing?
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| Recruitment Board | How is my flying? (feedback) | DICEBOT LOVES YOU | Happy Holidays! Except somewhat slower posting than usual during the festive season |Starship combat cheat sheet | STEAL THIS TEMPLATE | Augustana Event Code 2026: 7002139 | How is everybody doing?
For a century, the villainous Order of Dawning Fate have operated in the shadows, remaining anonymous and untouched despite extensive criminal activity, political manipulation, and espionage. Thanks to the efforts of countless Starfinders and their allies across the galaxy, the Order of Dawning Fate is crumbling—their members are exposed, their holdings are under investigation, their proxies are moving to cut ties, many of their highest-ranking members are dead or arrested, and their supply of the rare starmetal finitrium has been cut off. Yet a threat remains… Zhaneni, founder and mastermind of the Order of Dawning Fate, has evaded capture, retreating to her personal demesne on the planet Kax, to wait out the turmoil alongside her closest ally and fellow founder of the Order, Evethriel. As the Stewards, Veskarium, and numerous other galactic bodies move against the Order’s now-exposed agents and holdings within their respective jurisdictions, First Seeker Ehu Hadif and Ixthia the Unbreakable dispatch Starfinders to confront Zhaneni and destroy the last remnants of Project Dawn—the hybrid machine that amplifies Zhaneni’s natural precognitive abilities, enabling her to see and shape the future. Time is not on your side.
| Recruitment Board | How is my flying? (feedback) | DICEBOT LOVES YOU | Happy Holidays! Except somewhat slower posting than usual during the festive season |Starship combat cheat sheet | STEAL THIS TEMPLATE | Augustana Event Code 2026: 7002139 | How is everybody doing?
For a century, the villainous Order of Dawning Fate have operated in the shadows, remaining anonymous and untouched despite extensive criminal activity, political manipulation, and espionage. Thanks to the efforts of countless Starfinders and their allies across the galaxy, the Order of Dawning Fate is crumbling—their members are exposed, their holdings are under investigation, their proxies are moving to cut ties, many of their highest-ranking members are dead or arrested, and their supply of the rare starmetal finitrium has been cut off. Yet a threat remains… Zhaneni, founder and mastermind of the Order of Dawning Fate, has evaded capture, retreating to her personal demesne on the planet Kax, to wait out the turmoil alongside her closest ally and fellow founder of the Order, Evethriel. As the Stewards, Veskarium, and numerous other galactic bodies move against the Order’s now-exposed agents and holdings within their respective jurisdictions, First Seeker Ehu Hadif and Ixthia the Unbreakable dispatch Starfinders to confront Zhaneni and destroy the last remnants of Project Dawn—the hybrid machine that amplifies Zhaneni’s natural precognitive abilities, enabling her to see and shape the future. Time is not on your side.
| Recruitment Board | How is my flying? (feedback) | DICEBOT LOVES YOU | Happy Holidays! Except somewhat slower posting than usual during the festive season |Starship combat cheat sheet | STEAL THIS TEMPLATE | Augustana Event Code 2026: 7002139 | How is everybody doing?
Welcome everybody to this play-by-post game. To get this going, I need a few things from you:
I like to keep a good pace in my games, and would normally ask for a posting frequency of 1/day + 1/weekend. I use the 'two-vote' for moving to new areas. In combat, I usually give people 24 hours to post an action (which is usually more than enough), and I'd either ask the other players to suggest an action or just allow the player to catch up when I don't hear anything after 24 hours. If there are days that you are not available, or if something unexpected comes up, that's of course no problem - if possible, a notification is appreciated.
| Recruitment Board | How is my flying? (feedback) | DICEBOT LOVES YOU | Happy Holidays! Except somewhat slower posting than usual during the festive season |Starship combat cheat sheet | STEAL THIS TEMPLATE | Augustana Event Code 2026: 7002139 | How is everybody doing?
Time is running short as the nefarious Order of Dawning Fate turns their experimental doomsday weapon upon a defenseless metropolis in the Vast! With millions of lives in danger, it’s up to the Starfinder Society to navigate the streets of the crumbling city, locate and destroy the doomsday weapon, and save the city from destruction! Yet, fate is not on the Society’s side as Kebzec, a founder of the Order of Dawning Fate, oversees the weapon’s deployment and defenses. Will the Starfinders emerge victorious, or will they meet their end at the hands of the Order of Dawning Fate?
| Recruitment Board | How is my flying? (feedback) | DICEBOT LOVES YOU | Happy Holidays! Except somewhat slower posting than usual during the festive season |Starship combat cheat sheet | STEAL THIS TEMPLATE | Augustana Event Code 2026: 7002139 | How is everybody doing?
Welcome everybody to this play-by-post game. To get this going, I need a few things from you:
I like to keep a good pace in my games, and would normally ask for a posting frequency of 1/day + 1/weekend. I use the 'two-vote' for moving to new areas. In combat, I usually give people 24 hours to post an action (which is usually more than enough), and I'd either ask the other players to suggest an action or just allow the player to catch up when I don't hear anything after 24 hours. If there are days that you are not available, or if something unexpected comes up, that's of course no problem - if possible, a notification is appreciated.
| Recruitment Board | How is my flying? (feedback) | DICEBOT LOVES YOU | Happy Holidays! Except somewhat slower posting than usual during the festive season |Starship combat cheat sheet | STEAL THIS TEMPLATE | Augustana Event Code 2026: 7002139 | How is everybody doing?
Glitterslime surprise! Rancid meatball bombs! Piñatas stuffed with toxic runoff! Someone’s pulling disgusting pranks around the Lorespire Complex, and you might be next! When Radaszam, leader of the Acquisitives faction, is caught in the (smelly) crossfire, he tasks a team of rookie Starfinders with finding the prankster and putting an end to their foul mischief!
| Recruitment Board | How is my flying? (feedback) | DICEBOT LOVES YOU | Happy Holidays! Except somewhat slower posting than usual during the festive season |Starship combat cheat sheet | STEAL THIS TEMPLATE | Augustana Event Code 2026: 7002139 | How is everybody doing?
The Azlanti Star Empire is a vast union of diverse species, worlds, and star systems under the tyrannical dominion of humans who left Golarion for the stars long before the Gap. Under the leadership of Star Imperators Iorian and Yridela Ixomander, the Azlanti Star Empire seeks to bring all inhabited worlds under its hegemony, exploiting their knowledge, labor, and resources for the good of the empire. With a navy rivaling that of the Pact Worlds and the Veskarium combined, its ruthless legions of gem-augmented Aeon Guard pose a terrifying threat to the inhabitants of the galaxy. Most systems—including the Pact Worlds—have forbidden their citizens from entering Azlanti space, lest they draw the Imperators' covetous eyes. Yet, a foe as powerful as the Azlanti Star Empire can’t be ignored, and numerous factions have dispatched agents into the Star Empire to operate in secret, acting as the eyes and ears of the Pact Worlds—a first line of defense against invasion. When an undercover Starfinder broadcasts an emergency call for extraction from New Thespera, at the heart of the Azlanti Star Empire, Venture-Captain Naiaj dispatches a team of highly experienced Starfinders to answer the call. Infiltrate the Azlanti Star Empire, retrieve a Starfinder in peril, and escape with your lives—if you can!
| Recruitment Board | How is my flying? (feedback) | DICEBOT LOVES YOU | Happy Holidays! Except somewhat slower posting than usual during the festive season |Starship combat cheat sheet | STEAL THIS TEMPLATE | Augustana Event Code 2026: 7002139 | How is everybody doing?
Welcome everybody to this play-by-post game. To get this going, I need a few things from you:
| Recruitment Board | How is my flying? (feedback) | DICEBOT LOVES YOU | Happy Holidays! Except somewhat slower posting than usual during the festive season |Starship combat cheat sheet | STEAL THIS TEMPLATE | Augustana Event Code 2026: 7002139 | How is everybody doing?
Famed demoscene artist and vidgame designer, Lecti, has extended an invitation to a team of prestigious Starfinders to beta test his latest full-immersion virtual reality vidgame at a trendy local arcade. Dive into the vibrant virtual world of Tortoiseshell Cove and play as colorful squox intent on nurturing the perfect farm! But when the vidgame makes a sudden genre switch, the lines between simulation and reality become blurred, and real lives are put on the line. Content Warning: This scenario contains horror themes, including possession.
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