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I feel like if I had to change something about the Envoy class, I would give them the choice of long-arm proficiency and advanced melee weapon proficiency at first level. In addition I would separate the Improvisations into two groups: One that has all of the improvisations that give optional actions like Clever Attack, and one that has all of the ones who modify improvisations in the first group. Then I would say Envoys gain improvisations in the first group at the normal progression, then gain improvisations from the second group at a different level progression.


How do the new starship roles look? Do they use DCs closer to the core rulebook or the errata in the FAQ?


I love all of the different equipment options in Starfinder. Honestly, it's easily one of the biggest chapters in the core rulebook. However I feel like it may be daunting for new players deciding on what they want their characters to start with.

So I was wondering, if you had to do a starter kit that has everything a level one character needs, what would you put in it.

Obviously, different characters will need different armors and weapons.


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Well I appreciate everyone’s responses. I saw a lot of different opinions ranging from Yes, Yes But, and No. It’s almost like FUN is a very subjective concept. Lol

I’ll probably give the envoy a try, but I’ll try to make sure I know what the rest of my part is going to be made up of so I choose the improvisations that work best. I’m really curious to see the new options for the class in the Character Operations Manual.


I have a question. Since every class gives Weapon Specialization for at least a few weapons as a bonus feat at level 3, and Versatile Specialization requires Weapon Specialization as a prerequisite, doesn't that mean that every class can choose Versatile Specialization at 3rd level?


I’ve fallen in love with Starfinder over the past few weeks, I love the classes, the setting, the races, and even the Starship system. I see the occasional flaw here and there, but nothing that couldn’t be easily fixed with a minor house rules.

However, part of the reason it took me so long to actually get into the game was an interaction I had with a former acquaintance online. It was over a year ago and I had just purchased the PDF for the Core Rulebook. I was liking what I was seeing so far and I told some of my online friends and this acquaintance about how I was enjoying the read so far. Most of my friends were unfamiliar with the game, but were happy that I was enjoying it.

However, the acquaintance had played the game a bit and went on a long rant about how much the system “sucked”, how overpowered certain classes were, how underpowered others were, and how Starship combat was impossible. In hindsight most of what he said was wrong or had been fixed in the FAQ. However his negativity kind of stuck with me and I stopped reading the book before I could even finish the skill chapter.

Now I longer associate with this person, but for reasons other than what he said about Starfinder. I’m making my way through all of the books (a lot borrowed from a friend). However, I still see a little negativity every now and then, especially regarding the classes. The Solarian is a popular target, as well as the spell casters, but after them is the Envoy. I don’t quite get it, I love the idea about them, they are skilled, and seem helpful in combat. I love the idea of a class that uses Charisma and isn’t a spell casting class.

I’m sorry that I got so much off track, but I guess the TL; DR of if it is, is the Envoy fun to play?


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“You don’t understand. If I were to use weapons, it would totally ruin my aesthetic.”


When you do a downtime activity and it gives you a bonus to the next day, is that bonus for the first day after downtime is over or the very next day?


Do Biohackers get any in-combat healing abilities?


HammerJack wrote:
theelcorspectre wrote:
As a person who has to wait until the 13th to look at the COM, what does Double Tap do, and does it specifically work with the Solarians new Solar Flare manifestation?
Double tap uses 2 shots to get a +1 to hit and full level specialization. A solarian would only gain the +1 to hit from that, with a solar flare that already has full level specialization.

So it’s probably not worth it for Solar Flare Solarians. Still though, that sounds like a great feat.


As a person who has to wait until the 13th to look at the COM, what does Double Tap do, and does it specifically work with the Solarians new Solar Flare manifestation?


What do the dice faces represent and mean mechanically?


This may sound weird, but regarding the new options for Starship Combat, do the new options and rules fall in line with the FAQ errata for Starship DCs and do they offer a new Starship Sheet with spaces for the two new roles?


Ok, if a creature in the Alien Archive and that creature has a statblock that says:

Spell-Like Abilities
1/Day- Spell A (DC), Spell B (DC)

Does this mean the creature can either cast Spell A OR Spell B once a day, or can they cast Spell A AND Spell B once a day?


Kyrand wrote:
In a Know Direction recording of a GenCon panel, Rob and Amanda said that each Near Space planet given a half page in the Core Rulebook would be getting either a 2 or 4 page spread (they couldn't remember at the time). The way they talked about it also implied to me that there were going to be some brand new planets mentioned as well.

That’s really good to know. Thank you for sharing. I can’t wait for this book.


Does equipment cost extra for Large creatures?


Hi, I'm still a little bit on the new side to Starfinder and I'm loving it so far, but in the Alien Archives there are options for playing races that are Large size. This is a bit new to me as most D20 games that I play avoid Large races like the plague. Is there anything to take into account before choosing a Large race? Any positives or negatives to doing so?


Rysky the Dark Solarion wrote:
theelcorspectre wrote:

Since the Solar Flare is treated like a small arm, does that mean when you get your Weapon Specialization, you only add half of your level to the damage?

Also, from what I’ve heard, a lot of the classes are getting optional abilities that can replace existing class abilities. Besides the new manifestations and revelations, do they add anything like that for the Solarian.

No they specifically call out full level to damage.

Only one, being able to pick extra Manifestations instead of a Zenith Revelations.

Thank you. This may be a weird question, but are there any new feats related to skills?


Since the Solar Flare is treated like a small arm, does that mean when you get your Weapon Specialization, you only add half of your level to the damage?

Also, from what I’ve heard, a lot of the classes are getting optional abilities that can replace existing class abilities. Besides the new manifestations and revelations, do they add anything like that for the Solarian.


The Gold Sovereign wrote:
theelcorspectre wrote:
What is the difference between the "in-depth gazeteer" that the planets of the Veskarium will get and the "detailed entries" that other planets will get?
The number of pages dedicated to them, I would guess.

I figured. I’m wondering if they are going to at least two pages for the non-Veskarium Near Space places mentioned in the core. Or maybe they’ll do a bunch of one page or half pages for Near Space planets not mentioned yet.


Joe Pasini wrote:
The Ragi wrote:


Page 16 - The Sun
"Pleasure Domes
A number of pleasure domes—
buildings ranging from high-end spas to casinos—are located
in Verdeon. Small crime families who skulked their way onto
the Archipelago when it was first being settled run more of
these domes, including the Vestrani Gaming  Complex, than
the senate would care to admit...
My friends, look no further than Starfinder Adventure Path #15: Sun Divers, which details rules for not one, not two, but four futuristic casino games in the Vestrani Gaming Complex, from meteorite roulette to enercycle betting! The latter is probably my favorite, and great fun around the table, with everyone rolling a bunch of dice together.

Thank you very much for bringing this to my attention.


Xenocrat wrote:
There's a low level eye augmentation in the second(?) volume of the Dawn of Flame AP. You should be able to find it on Archives of Nethys.

It’s a little pricey, but I should be able to swing it. Thank you.


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Rysky the Dark Solarion wrote:
theelcorspectre wrote:
Rysky the Dark Solarion wrote:

Just the Infinite Worlds (reshape the area) and some Paradigm Shifts.

Paradigm Shifts are their Class Feats/Talents, it lets them do a bunch of modifying in the field (enemies, the area, the dice roll, etc). The moving grenades one looks really fun hehe

Thanks. Do they get any bonuses to certain skills like Technomancer did to Computers and Mysticism?
They get an insight to a skill (later skills) of their choice that increases over time that they can swap out every level up

Thank you for sharing.

I'm really looking forward to playing one.


I have an idea for a character concept, but it would only really work if there was a way to get rid of Light-Blindness. Is there something like special goggles or lenses that could get rid of it? Is there even anything within the rules?


Rysky the Dark Solarion wrote:

Just the Infinite Worlds (reshape the area) and some Paradigm Shifts.

Paradigm Shifts are their Class Feats/Talents, it lets them do a bunch of modifying in the field (enemies, the area, the dice roll, etc). The moving grenades one looks really fun hehe

Thanks. Do they get any bonuses to certain skills like Technomancer did to Computers and Mysticism?


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Potential joke answers for when your character is asked "Where do you think Golarion is?":

"The same place my interest in this conversation went."

"Well I can tell you that it's definitely not at *specific coordinates to a very dangerous planet*."

"I'm going to be honest with you. Everybody knows where Golarion is. We just haven't told you because we don't think your cool enough for it."

"Why don't you see? The real Golarion was the friends we made along the way."


How do the Witchwarpers look? How many of their abilities require expending spell slots? Besides spells, what are their main ways of customizing themselves?


What is the difference between the "in-depth gazeteer" that the planets of the Veskarium will get and the "detailed entries" that other planets will get?


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I like the idea of saying that Absalom and Idari aren’t being measured in LAND miles, but SPACE miles. What’s the difference? Well you see, a LAND mile is equal to 1.609 kilometers and a SPACE mile is equal to *unintelligible alien gibberish*!


I apologize if this question makes me sound foolish, but when I first heard about Starfinder, one of the first heard about the Starfinder setting, the first part that came to my attention was Absalom Station. A large space station that replaced the orbit of the lost planet Golarion. The center of power and culture within the Pact Worlds. A melting pot of different alien cultures and a homing beacon for ships traveling light years through Drift Travel. I imagined it to analogous to Mass Effect’s Citadel.

Then I read through the Core Rulebook, and Absalom Station is only five miles in diameter. Now I might be underestimating how much Space that is, but it does seem a little small for a Space Station that is described as being the size of a large city. In addition, the Idari is only three miles in length.

What do you guys think?


For somebody who has the book already, how does the Witchwarper look?


You've all given me a lot of help and I greatly appreciate it.

I've actually been working on a version of poker using the Harrow deck that I might end up using if given the opportunity. The hand ranks are just like in poker except instead of straights there are crosses, which are when you have five cards that make up one row and one column on the alignment grid. For example: if you had a LG, NG, CG, CN, and CE in your hand, you would have a CG cross.

What do you guys think?


I was wondering if their is any setting information to say how gambling works in the Pact Worlds setting? If not, what is it like in your campaigns? Do you simulate it with simple dice rolls or do you have more in depth options.

Personally, with the knowledge that the Harrow Deck has survived into the future, that should mean that games using the cards could have as well. I'm especially fond of the idea of making the game Last Azlant (introduced in The Harrow Handbook) the most popular gambling card game in my setting. This is primarily because the rules are simple and the idea that it's just fantasy UNO amuses me. I do feel like I should change the name.

Any thoughts or information?


Hello everyone. I fell in love with the Harrow Deck when I first heard about it. It fascinates me both as a story device and in it's mechanics. I've also loved learning about different games that can be played with the cards. Whether it's Towers (the game that comes with the base rules), Pillars (a fanmade game that is very similar to Go Fish), Illusionist or Last Azlant (two games introduced in The Harrow Handbook that are resemblant of Liar's Dice and UNO respectively).

However, I have never seen a version of one of the most popular card games, Poker, that used the Harrow Deck. I hope to fix that.

Obviously the most basic way to start making Poker, is figuring out what hands of five cards exist and how are they ranked.

Here's what I've got so far:

True Cross- Having five cards, all of the same suit, that make up both one row and column.
Truest Match-Five cards, all of the same alignment.
True Match-Four cards, all of the same aligment, with one card that doesn't fit.
True Opposing Match-Three cards of one alignment, two cards of a second alignment.
Suit-Five cards all of the same suit.
Cross-Having five cards that do not all share the same suit, and make up one row and column.
Good Match-Three cards of the same alignment.
Opposing Matches-Two Pairs of alignment.
Match-Two cards of the same alignment

What do you guys think?


Hey, I've fallen in love with the Harrow Deck and I'm thinking of using it in a Starfinder campaign, but I'm curious about one thing. Are there any games you can play with it like poker? I'm aware of the Towers game that comes with the Base Rules and two games that were in the Harrow Handbook, one a version of Liar's Dice, the other kind of like Uno.

I was wondering, are there any others? Even if it's fan-made or homebrewed, I'd be interested.


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Metaphysician wrote:

If I were modifying the Solarian, and *not* doing a from-the-ground-up rebuild? The main things I'd do would be "6 skill points" and "you don't choose solar armor or weapon, you get both and can use both". The former is for all the reasons mentioned already.

The latter? I feel like solar armor is already a notably inferior choice, except for some limited and rather twinkish builds. Thus, its a choice that's not really a choice, and I don't like providing fake choices. Since solar armor is only cumulative with light armor, it wouldn't break the AC curve, and it would help balance out the issues with MAD: if you are getting a point or two of extra armor from your class, you don't need to get that point or two from your dexterity score. It also discourages heavy armor builds a bit, which is a plus since there already are a bunch of combat classes which revolve around heavy armor.

The net result is a Solarian that has more skill flexibility than current, and that has about as much survivability as the typical heavy armor build except without having to spend the feat or the money. You are still more fragile than the typical tank, but only by a little, and you still have the best DPS, but only in melee. Its about the best you could do to improve the class without a full reinvention.

Note: I do actually favor a full reinvention, for two reasons. One, unlike all the other classes, the Solarian is tied to a single ideological and cultural origin. I vastly prefer each class to be able to mean widely different things across different cultures and characters. Two, the class only really does one thing, without a lot of variation. There's no real equivalent to different connections or fighting styles, aside from the fake-choice of weapon vs armor.

If I had my druthers, I'd reinvent the class from scratch, ditch the faux-Jedi space monk aspects entirely, and reconceive of them as energy-controllers. A solarian isn't about enlightenment, they are about being a channel for cosmic energy. I'd drop...

The idea of getting both solar infusions is interesting. I actually like the Solarian flavor as is, but I see where you are coming from.


Claxon wrote:
It's more, as someone who enjoys the soldier, I think it would be unfair for them to end up alone as theonly class with 4+int skills per level, as they're already the least interesting class outside of combat, with no real boosts to out of combat activities.

Well the Mechanic, Technomancer, Biohacker, and Witchwarper also have/will have 4+Int skill ranks per level, but to be fair of those four only the Witchwarper has a Key Attribute. At the very least we agree that Vanguard and And the Solarian should have the same number of skill ranks. Lol


I understand your point of view even if I don’t necessarily share it. I’d rather accidentally give a class too many skills than too few. It gives characters a little more non-combat oomph. However for many players 4+Int is enough.

Different strokes I guess.


Ascalaphus wrote:
I've gone simpler and simply houseruled it to 4 + 1/2 level for everyone. Ability modifiers don't enter into it anymore.

How has that played out at your table?


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Those aren’t bad changes, but mechanically Solarians offer more skill bonuses then a Soldier for example. Seeing as the Vanguard is going to get 6+Int skills, I feel like the Solarians getting it too would make sense.


"Dr." Cupi wrote:

While I appreciate the motivation behind the minimum concept, if you are house ruling anyway, why not just allow the key stat to be chosen at 1st level (instead of being determined by class)?

With this rule the only situation in which your resolve would be below 3 at first level is if you put 12s in every ability.

So, unless you go out of your way to make your key stat as low as possible, you'd be pretty close to your minimums anyway.

That’s fair.


Seeing as Resolve is a very precious resource in Starfinder and if one were to make a more “unusual character build” could feel punished with a reduced pool compared to other players. To resolve this hypothetical situation I have come up with a housefuls: Minimum Resolve. Basically if you calculate your Resolve and it’s lower than the minimum, your maximum Resolve is equal to the Minimum.

At 1st level the Minimum Resolve is equal to 3. This number increases at 5th level and every five levels thereafter. At 5th level it becomes 5, at 10th it’s 10, at 15th it’s 12 and at 20th it’s 17. If you take the Extra Resolve feat, your Minimum Resolve increases by 1.

What do you guys think?

I’m sure someone has probably stated something like this before and if they have, I apologize for beating a dead horse.


I don't suppose we could buy all 4 and get a slight discount? Lol


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Honestly at this point the only thing I would change about the Solarians specifically is 6+Int skills (as opposed to 4+Int) and an additional Combat Feat at level 1. This way if you want proficiency in something like Heavy Armor or Long Arms you don't have to use your one level one feat (two if you're human) for something you see as necessary, or alternatively you can try a different feat if you don't see the proficiency as necessary you can take something else.

What do you guys think?


I do agree Ascalaphus that’s Solarians should gain proficiency with Heavy Armor, as nearly every melee Solarian build demands it. Maybe you could give players the choice between Heavy Armor and Longarm proficiency?


Perpdepog wrote:


Out of curiosity do you take the personal upgrades into account when considering a character's given points throughout their career? Just asking because I honestly forget them myself, sometimes, and they can make a pretty sizable difference in how a character feels.

I wasn't really considering personal upgrades, but you have a point. I think I'm more concerned with how very early level/beginner characters feel stat wise, and if they feel reasonably powerful. It seems like most characters feel confident once they reach level 5 and get their first upgrade.


Claxon wrote:

Eh, a slightly more reasonable thing to in my opinion, theelcorspectre, is to let Solarions used Charisma instead of wisdom to their Will save.

I don't want them to become the "Choose any mental stat class" because if you get to choose which score boosts saves and resolve, then everyone should choose int since it gives you extra skill points.

That's a good point. I wonder why they went with Charisma as the Key Attribute rather than something like Wisdom?


Looks Good! I wonder how many new connections for Mystics will be offered in the book.


From what little experience I have with the system and from what I've read online: you can either be a melee focused Solarian or a range focused Solarian. If you want to go with Melee, you should focus on Strength, take the blade option, and get proficiency in heavy armor. If you want to go Ranged, you should focus on Dex, take the armor option, and get proficiency in better ranged weapons. Ideally you want to start off with at least a 14 in Charisma and put an Ability Boost in it every chance you get.

If I was GMing the game, I would probably houserule it and say that, Solarians get 6+Int Skill ranks per level instead of 4+Int and instead of Charisma being their key attribute, they can choose any of the three mental attributes to contribute to their saving throws and Resolve points.


"Dr." Cupi wrote:


While your figures are completely correct, the premise that your point is based off of conflicts with how Starfinder was mathematically composed. The premise being that ability scores, which much of the mechanics of the system has to be extrapolated from, are based on the rolling generation method. The system is blatantly based off of the point buy system. This is exemplified in the application of racial and theme bonuses. In the point buy system the modifications are a part of the points as the system is at a 1 : 1. With any rolling method the modifiers pretty much have to be applied after the raw scores are generated.

While the use of point buy versus rolling is preference, I can say with certainty that the figures of DCs and CRs are based on the assumption that the PCs use the point buys system.

The effect of the difference the rolling method has in comparison to the point buy method may be a bit ambiguous. But the point still remains.

That's interesting. My original premise, I suppose, was that in a hypothetical situation where a player could choose between the default point buy method or rolling for their attributes, those who would be aware of the mathematical probability of both methods would most likely go with rolling for the attributes.

It makes a lot of sense for the game to assume that players by default are using the point buy method.

I don't want to sound like I dislike the system, because I do like it. I just feel like, as default, it could prevent certain players from making characters they are 100% satisfied with. I feel as if a few extra points could help make a difference.

What do you think? What has your experiences with the system been like?

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