Starjammer: Core Rulebook (PFRPG) PDF

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Welcome to the Void. Welcome to Starjammer!

Some people look to the stars and wonder what they are, what they mean, and what is out there.

Your characters are about to find out.

Welcome to Starjammer, a wild ride through the void built upon and compatible with the Pathfinder Roleplaying Game. This tome is over 200 pages of star-exploring options, including:

  • Four new player character races including the Abiarazi (shapechanging oozes), the Manu (innovative crafters of magitech), the Pasimachi (a beetle-like hive race with a wealth of genetic variations), and the Transgenics (half human/half alien nomads)!
  • A toolbox approach to creating and customizing your own spacefaring vessels to travel the stars as explorers, traders, pirates, mercenaries, or even as a part of an organized space fleet!
  • New racial options, archetypes, and traits for all of the new races as well as for the core Pathfinder Roleplaying Game races!
  • Additional uses for skills, plus new skills to use technology!
  • New class archetypes including heliacal healer (cleric), shock trooper (fighter), and void tracker (ranger)!
  • New racial and class features to specialize your characters for their journeys away from their home planets, such as the Infinity Oracle Mystery, Elven Rocketjocks, and much more!
  • Unique roles for space vessel crewmembers, specialized crew roles, and synergies between officers that grant benefits to the crew!
  • Factions of the Void, including the knowledge-seeking Bastion Incantorum, the militaristic Infinite Star Legion, the charismatic Israfel Order, the avaricious Red Tang Spice Guild, and the preservationist Shaman Knights.
  • New rules for skills used in space, including Craft (vessel), Knowledge (geography), and Profession (pilot)!
  • Over a dozen new feats for PCs in space!
  • New equipment for space-based adventures including magnetic shields, misfortune lanterns, hardsuits, dwarven steamsuits, star marine armor, and more!
  • Over a dozen new spells to survive in or control the void around you!
  • Environmental hazards of space and space travel including antimagic fields, asteroid fields/meteor showers, comets, dust clouds, nebulae, oort clouds, radiation belts, ribbon storms, solar flares, wormholes, and more!
  • Rules for planet shapes, environments, and classifications!
  • A sample gazetteer to spark your imagination when creating your own bold new worlds!

Take to the stars and begin your adventures either on your own or with a hearty crew of brave friends.

Explore the infinite reaches of the void or bring a bit of the stars to the games at your own table today!

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4.40/5 (based on 8 ratings)

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Finally, Pathfinder in Space!

5/5

First the good stuff: We start off with a couple of new races, info on the standard races, and then some racial archetypes. This is followed by some archetypes for classes, and faction information for new factions. We have some new skills and feats, as well as new spells and equipment. All of this takes up some 90-odd pages.

After this, we have more than a 100 pages of GREAT stuff. The stuff we all want - Space! Or rather, the Void, as it is called. First there is the hazards, with random encounter tables for things like meteor showers, radiation belts and wormholes (but not limited to just these!). This is followed by information regarding different types of planets you might encounter, and the environmental hazards that might accompany them. Enough information for you to create hundreds of different worlds your group might visit. There are also a number of pre-built worlds, complete with adventure hooks for each world. And then even more info, for example trade goods from different worlds.

And then we come to the reason we all want this product - the rules for traveling the Void. Rules to build your own ships. What (and number of) crew you will need, complete with bonuses if your crew is specially skilled in their position. For example, a Tactical Officer can give you bonuses on attack rolls against enemy vessels, as well as bonuses in combat against enemy crew who may have boarded your vessel. And if you don't have enough PC's to crew your ship? Well, you can then hire NPC's, or your DM might allow you to buy droids that can fulfill certain tasks.

On the ships themselves, you can have anything from a Ultralight vessel, usable by and intended for a single character, all the way to Superheavy vessels which are the flagships of space-navy fleets, and which can have entire invading armies on board! There are pre-built vessels, but (more importantly) there is also rules for building your very own vessel! And all of this is only starting to touch all of the information in the book!

Pros: It is Spelljammer for Pathfinder. Need I say more?
Cons: There are a few minor editing errors in the book, but they are few and far between, and will be fixed in future editions. Also, this book references other Paizo material. However, the material referenced is available on D20PFSRD.COM


Starjammer: Spelljammer: Pathfinder Edition

4/5

This is a meaty book with all sorts of goodness to delve through. Due to character limits I will be as brief as I can while doing the book justice.

You have 9 Chapters in this book
Character Races
Class Options
Skills & Feats
Equipment
Magic
Environmental Hazards
Traveling
Fighting
Bestiary.

In the races section you have the standard core races with their new roles in space, you have a fun Ooze People (Abiarazi), a fast rising species that is great at tech/magitech (Manu), Beetle Bug People (Pasimachi), and the Alien/Space Monster + Human version of Aasimars/Tieflings. Each of the new races comes with feats/archetypes and either new equipment or new spells for them.

In the new class options there a couple of flavorful archetypes (Void Tracker being my favorite), as well as a couple piece parts of class choices (a rogue talent, an oracle mystery, a kineticist talent, and the Siege Combat Style !!!!) as well as factions. The Factions are like most organization rules in the Inner Sea <X> books for pathfinder proper, a little crunch, a little fluff, gives a setting more life.

Equipment operates under an assumption you have access to the technology guide, which is somewhat fair since the publisher being the same group that runs the SRD, but can be a drawback for some users. The important thing to look at here is Table 4-1, the wealth by level chart. Reason this is important is this is where you find your Vessel wealth budget as well. The equipment presented in this chapter is out of the reach of most characters below level 6-8 excluding the spike bomb just based on price. Makes sense as some of these are fairly powerful.

Magic in this book is somewhat of a mixed bag. I understand the need for some of the spells incase objects fail, people wanting to engage in ship combat, always have access to the Mend Vessel spell line.

The hazards chapter is both the environmental hazards in space as well as a planet generation system, ending with gods in space. I can dig it, I'd think they might want to expand on planet generation/sample planets in another book if enough interest comes up. Nothing as massive as this one, but maybe like the size of a Pathfinder Companion book.
The gods? Well, the ones they go into depth on with a full god entry block for (sans obedience and boons) are great. Table 6-9: Other Gods? Cthulhu gods in space always makes me have bad C-Tech flashbacks. I hope the devs expand on that table in a future book and give as much love to these guys as they did the ones fully presented in this book.

Travelling/Fighting in the Void chapters:
Spaceship rules from Crew, to building, to combat. It's like they looked at Rogue Trader, said "this is a mess, we can do this better" and then they did. It makes me happy to see a cleaner spaceship combat system here than in product line that is devoted to that.

This leaves the bestiary in the back:
Rather short, another book is assumed to be owned here for one monster, as it has mythic ranks. Some of the monsters are fun (I'd love to see Racial Stats on the Uzaycin presented), but the Star Beasts? Not so much.

Final Thoughts:
Pros: Lots to work with here for most styles of space play. Book refs another one they have planned so it gives hope and shows they are going to expand on things.

Cons: the amount of See Page (XX) notations indicating a few minor editing errors, assumptions on other books owned (or access to SRD), the lack of beetle mount stats for the Pasimachi's Cavalier Archetype (the druid beetle/bug as printed normally is Medium and it's a medium sized race. Do you intend to give Undersized Mount?).

Rating: 4/5. Adjust to 5/5 when formatting errors (Page XX) and the beetle things are fixed.


Starjammer!

4/5

I am a fan of cross-genre material, Iron Gods being one of my favorite AP's, and was deliriously excited for Starfinder, and likewise this product. I will say, I love it, seriously love it. The style is sleek and clean. It's lore-light, offering a good chunk of fluff, but not so much that you can't add your own easily.

Pros: Ship system is simple to use, haven't finished learning it yet, but still pretty accessible. All current pathfinder material seems to be 100% compatible, which is really nice. Planetary crunch and ship based material is really cool, as is the new races.

Cons: Some minor editing issues (found at least two "pg. xx" in the book), and the material, while good, is cluttered a bit. It feels like there should be more general gear. The only new weapon in the core book is a grenade, the game assumes you are using the technology guide to use a chunk of the book, which clocks the book in with at least 3 books needed to utilize this book.

All in all, I love it, and plan to run a homebrew game using it! Thanks guys at D20pfsrd!


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RickSummon wrote:
The new PDF of Starjammer that was released today appears to have an improper search-and-replace of "ship" with "vessel"; "ownership" has been changed to "ownervessel" and "worship" has been changed to "worvessel".

Do you have page numbers on that? I'll inform Troy.

Edit: Nevermind. I found them and replaced them. The next time the PDF is updated, that should be corrected. If you find any more words that are something-vessel that should have been something-ship, I'll fix those as well. I've found several other words that were mistakenly altered.

Best wishes!

The Exchange

1 person marked this as a favorite.

We apologise for the fault in the book. Those responsible have been sacked.

Mynd you, møøse bites Kan be pretty nasti...


Part II of my review:

Okay, so next up would be the vessel combat section – it codifies diagonal movement regarding the cubes assumed for 3D-combat. The fast-play rules are as follows: All vessels drop to tactical speed. PCs and important NPCs roll initiative. Movement occurs on the Pilot or captain’s initiative count. Speed rating can be moved as a move action. Direction changes cost a standard action, but only at the start of the character’s turn. Attacks are executed at the pilot or captain’s initiative count. This is relatively quick, but it shows, rather quickly, a weakness of the system presented: The other characters become less important…which is a pity, for I LOVE how the respective piloting options are concisely summarized, how we learn about CMB/D of vessels and the dogfighting tactics add a bit of strategic depth: They have prerequisites, but are otherwise unlocked by those meeting the prerequisites. Strafing, swift reversals…pretty cool. Even the circumstances of piloting, from withdrawing to other options, are concisely covered.

The next chapter deals with new creatures, introducing variants of starflight (with a handy table, once again making the actual use of the book easier) as well as the plasma burn ability. Beyond these, we get strange predators, mighty CR 24/MR 10 ribbon dragons that can trail ribbons of torn space-time fabric, space remoras, asteroid spiders and starbeasts like Betelgeuse, Fomalhaut, Wormwood…and there would be the extremely varied tardigrades, which come in a frightening variety of types, courtesy to their extreme adaptability. There are space goblins, cephalopod living vessels…and there are the zhurkans. Super-powerful destroyers and enslavers of civilizations – 3 of these fellows are included, they are CR 20 – and compared to some starbeasts, they are not the worst you can find within the endless Void…

Conclusion:

Editing and formatting, on both a formal and rules-language level, are surprisingly good for a tome of this size. The tome has obviously gone through a lot of careful checking. There are a few hiccups here and there, but yeah – well done. Layout adheres to a nice two-column full-color standard that captures the style of the setting rather well. Artworks range from amazing original full-color pieces to some stock artworks – particularly the bestiary section suffers a bit from that. The pdf comes with extensive, nested bookmarks, making navigation comfortable. The presence of the massive index really helps, as do all the helpful tables.

My congratulations to Peter K. Ullmann, Kirby Flake, John Reyst, Troy Daniels, Michael McNeill, Manuel A. Oaxaca, Allen Snyder and Michael Ritter – in spite of the numerous authors, the book feels surprisingly concise and unified. It is only in a precious few instances when internal balance could be tighter. I love the vessel-customization options and the flavor that suffuses this book: It feels like a more magical version of a scifi-setting, with some slices of the weird and Warhammer 40K-ish aesthetics. The book sports a distinct and unique identity – while I did bemoan the lack of spacehamsters and goofiness, I think that the decision to not just do Spacejammer 2.0 is a smart one; there are some nods here, but this is, as a whole, a serious, concise setting.

Now, when taken as a whole, I do really enjoy this tome. There are a few things that could have been better – the vessel combat could have used more stuff for non-pilot/captains to do; much like PFRPG’s default vehicle-rules-engine, the vessels herein are a bit captain-heavy regarding tactics etc. The races aren’t perfectly balanced and there are a few hiccups here and there – not many, mind you, but yeah. That being said, I am complaining at a high level – this is certainly well worth checking out. My final verdict will clock in at 4.5 stars, rounded up due to in dubio pro reo.

Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.

Endzeitgeist out.


Part 1 of the review seems to be AWOL

The Exchange

Here's the first part:

Endzeitgeist wrote:

This massive tome clocks in at 238 pages, 1 page front cover, 2 pages of editorial, 1 page ToC, 2 pages of SRD, 1 page advertisement, 1 page back cover, leaving us with 230 pages of content. Of these, 8 are devoted to a handy index (kudos!).

This review was requested as a non-prioritized review by my patreons.

So, as you can see from the page-count, this is a massive book. As such, I will try to be brief without sacrificing analytical depth.

First of all, we take a look at how to use this book – and, in case you did not know, this is NOT, I repeat, this is NOT a Starfinder-book – this is a scifi-toolkit for PFRPG. We begin with different ways of using the book: From sprinkling parts in, to developing an ongoing campaign to go to the stars to a full-blown campaign in the vast regions of space. It should be noted, that this book makes use of the Technology Guide’s rules. I strongly suggest getting that book.

The first chapter deals with races for Starjammer. The first would be the Abiarazi, a race of shapechanging oozes that take humanoid forms. As such, they are oozes with the shapechanger subtype, get +2 Con and Int, -2 Cha, 30 ft. speed, do breathe and don’t need to sleep, unless preparing spells etc. They thankfully are neither blind, nor mindless and have no special immunities to gaze attacks, illusions, etc. The race can, as a standard action, assujme oozeform, which allows them to fit into spaces as though they were half their size, quarter their size with squeezing penalties. They also get a plasmic lash, which is kind of like a tongue that can tether those nearby to the creature, with rules codified properly – kudos! 1/day, they can use blur as an SP (which is pretty potent), and as a shapechanger, they can alter their forms into a Small or Medium humanoid as per alter self, minus the ability score adjustments. As downsides for their potent tricks, they suffer a -2 penalty to Will-saves against compulsions and require twice as much food, suffering the fatigued condition when not eating at least once in 4 hours. Shape changer may be replaced with 1/day psionic powers or psychic spells. The racial archetype is an interesting fighter-tweak that replaces armor training for an immediate action miss chance that scales with the levels. Pretty cool for a small tweak. The racial feats range from basic bonuses to 1/day crit/precision damage negation to a high-level –feat that nets a lot of immunities – but the previous, less amazing feats make up for the massive benefits that one provides. There is also a spell to lock targets in a specific form and there would be two race traits.

It should be noted that all of the races herein come with favored class options AND an age, height and weight table as well as some flavor to contextualize the respective races, so bear that in mind – I’m not going to repeat myself in every entry.

Manu have seen a meteoric rise from basically savages to one of the most advanced races in the system. Black-skinned, with chiseled features, they gain +2 Int and Wis (lopsided), have normal speed, darkvision, detect magic as a constant SP, +1 untyped bonus to Disable Device and Knowledge (engineering) as well as +1 to Knowledge (arcane) and Craft (mechanical) and treat the latter two skills as class skills. They gain a further +1 to Craft checks made to create magic items. 1/day, they may treat their level as 4 higher for the purpose of a level-based class feature. This does not grant early access and an ability thus boosted only lasts for one round. While this could be slightly more precise, it is surprisingly concise and well-presented, considering its open nature. The alternate racial traits include a psionic variant of the skill-boosts and magic sense and master tinkering may be replaced with +1 to atk, +2 damage versus goblinoids.The racial archetype would be the technician investigator, who is better at using and identifying magic items, resists them easier and later manages to craft them quicker. Basically, a crafter engine-tweak. The racial feats let you hold your breath longer, haggle better, etc. There is an anti-magic suit that nets SR +2 (or grants you SR 7), a stabilizing jacket when gravity is lots( doesn’t help vs. spells) and a spell to suppress magic items. The traits help you better assist allies in crafting items or improve your vessel crafting skills.

The Pasimachi are crafting beetle-people – they are monstrous humanoids with the insectoid subtype. They have slow and steady as a speed, darkvision 60 ft., a climb speed of 20 ft., additionally a constant spider climb effect (but can’t cling to smooth surfaces), +2 natural armor (split over two traits) and a primary slam attack as well as stability. Attribute modification-wise, they gain +4 Str, -2 Dex and Int. This race is pretty lopsided and arguably stronger than the previous 2. Clumsy, personal flight and several options for a natural attacks beyond the slam attack make this race distinct and interesting, but stronger than the others presented so far. That being said, the archetype presented is pretty cool: Bombardier beetle rider cavalier? Yes, please! Better wings and pheromone messaging make for interesting racial feats. A healing clockwork beetle and spells that enhance defenses (highlight: Prismatic shell, which lasts for 7 rounds and switches defenses each round) complement the entry. The trait that enhances AC by +1 verss bludgeoning and slashing weapons is interesting, but a bit micro-manage-y.

Transgenics are the result of the coupling of a human and an alien. They gain +2 Str and Int, -2 Con, are humanoids with the transgenic subtype, darkvision, normal speed, +2 to Acrobatics and Survival and they can survive in the void for longer. They also have 150 ft. range individual telepathy, usable for 1 round per character level.v There are a ton of racial variants for them – 10 subraces, all of which come with their own alternate racial skills and ability score modifiers – no complaints regarding their balancing. The racial feats include personal flight (unlocked at 4th level) and this feat#s dressing is modified for the subraces – kudos! The Xenofilos magus can tap into the arcane pool to enhance telepathy, using limited telekinesis and combine that with spellstrike. They also learn some custom spells. All in all, an interesting archetype!

Now, beyond these new races, we take a look at the core races and their role within the context of Starjammer: Each race gets some crunch and fluff – archetypes and flavor. Dwarves get a construct-specialist cleric; elves get a rocket-pack specialist investigator. Gnomes get the close-quarters combat scuttle swashbuckler, an anti-construct specialist. The gnome technomancer summoner is pretty potent – with a mechanical eidolon that gets some modifications and a custom summon-list. As a whole, I’d be weary of this one – it’s pretty potent. Half-elves can become hullbreaker brawlers, anti-tech sunder specialists. Half-orc space marines are brawlers trained to deal with strange worlds, unusual gravity, etc. – really cool! Halfling privateer slayers can study vessels, gaining the benefits of studied target versus captain/pilot and may execute breaching ramming maneuvers with vessels. Human explorers are all about knowledge and all classes may take it – the archetype replaces skilled and 1st level’s bonus feat. Finally, there would be the razer – a gnoll barbarian, who gets progressively better at smashing through walls and obstacles – both with attacks and charges.

Okay, this concludes the racial section; from here, we move to the non-race-specific class options. The heliacal healer cleric is locked into the Healing domain. Cool: Creatures healed multiple times may be designated as crew – this title connects with the other abilities – pretty cool. Shock trooper fighters also have a bit of a Warhammer 40K-feeling: Chanting litanies while boarding? Hardsuit training? Yeah, I like that! The Void tracker ranger can, bingo, track in space. Speaking of rangers: We get a Siege combat style for them. Oracles can elect to choose the infinity mystery, which allows the oracle to lock down dimensional travel, temporarily remove targets from time – pretty damn cool mystery here! There is a utility wild talent to create air and a rogue talent to use siege weapons with sneak attack. All in all, a flavorful bunch of options – surprisingly so, if I may say so. While I wasn’t totally blown away by the material, there is a distinct lack of filler or broken material, so yeah, kudos!

To my surprise and delight, this is where the book introduces factions. Not one or two, but 5 of them – all with their own proper write-ups: You know, entry-fees, extracurricular activities, education granted – pretty damn cool, they also provide a context for learning, magic, etc. – big plus here. And yes, we get, for example, codes of conduct, rules for the drug-spice salmagundi (stats provided; cue insert “THE SPICE MUST FLOW!!”)…really neat chapter. Speaking of really neat: The book also covers a new skill uses and modifications: Craft (vessel) is provided and Knowledge (geography) is modified. Profession (pilot) treats the vessel as a flying creature, just fyi. The pdf also contains 18 feats – and there is a big plus here: From Null Gravity Combat and its follow-up feats to those that help piloting, the feats do the right thing: they focus on the peculiarities of the system instead of providing numerical escalations. Big plus.

Anyways, the equipment section discussed currency – and while it explains, in detail, the use of comets (common markers for economic transactions), these are correlated to traditional coinage – i.e. you won’t have to deal with nasty currency conversions: Prices in silver, gold and copper are retained. The setting comes with its own WGL-table (helpful!) and sports new items: magnetic shields (lacking italicization in one instance), an extremely long-range emergency beacon, a torc that slows the movement of the wearer…really cool. Similarly, there are quite a few costly custom tech suits…and hardsuits. Think of these as basically power armor. And yes, in another callback to Warhammer 40K, we do get a space marine suit. Apart from some cosmetic hiccups, a cool section.

The spell-section follows a similar design-paradigm, focusing on the demands of the setting, as opposed to being redundant – air creation, an antimatter ray (with a powerful untyped damage balanced by spell level and affected target), creating slipstream or a holy nova, mending vessels…some spells use plasma, using the proper fire/electricity duality – in short, as a whole, a welcome array of spells.

From here on out, we take a look at encounters – and hazards: Dust clouds, comets, anti-magic fields, solar flares – there is a ton of these, including handy tables that include checks to avoid, collision damage, etc. There are rules for planetary rings, ribbon storms of highly virulent fungal filament…this section really drew me in, and, beyond what I’ve seen so far, helps to make the system presented feel more unique. We also get guidelines for planetary classification by size and type: Rules for acid world, cold iron worlds that are anathema to fey and demons, planets permeated with fear, mithral worlds – and yes, the classics, from desert to swamp to the elements are all covered as well. Once again, a really handy chapter. We also get 3 completely detailed sample worlds, with adventure hooks, stats, notes on adventuring and sketch-like gazetteers. Next up is a chapter on the gods of the setting: Mechanically, we usually get 5 domains and subdomains per deity, with sacred animal7color etc. noted. Similarly, inquisitions are provided – some deities, like Israfel, do go a bit beyond that with e.g. 6 subdomains. Instead of retreading old content, the pdf notes deities suitable for the setting with a handy table.

Now, let’s take a look at traveling the Void, shall we? First, we should talk about crew roles: These are flexible, with command(optional) captain, chief engineer, first mate, helmsman, medic and tactical officer as basic roles. Recommended skills/feats are provided – and yes, NPCs can take up these roles. Automata may be purchased to cover these rules, we get notes on mutiny and 4 specialized crew roles. Instead of trying to jam Pathfinder’s sizes onto vessels, they are categorized in 5 classes, with length, squares, ram damage and costs per square allowing for pretty solid customization. Vessels are really big – as such, they track their damage in VP (vessel points) – each is the equivalent of 10 hit points. This retains the importance of big weaponry, while still allowing potent PCs to damage the vessel, if in a greatly reduced capacity. Vessels reduced to 0 VP are crippled and start breaking apart after 10 rounds, with additional damage reducing the count-down – nice solution to allow for last second saves etc. We get full stats for a ton of vessels – from drones to destroyers, this section is massive and groups the vessels by size. Personal Transportation Devices.

Speed rating ranges from 1 to 30 and is divided in 3 categories: tactical speed for starfights, interplanetary for travel within a solar system, interstellar for the journeys between solar systems. Vessels move 1 mile cubes in tactical combat equal to their Speed rating. A vessel can increases its current Speed by the Acceleration rating each round. A handy table collates tactical and interplanetary speeds, with notes for travel times etc. And yep, including interstellar speeds. Big comfort-plus here. Vessel engines, with repair DCs, costs etc. are all provided as well – Spellforge turbines require Spellcraft, as do Essence Drones – the other engines use Craft (mechanical) for repairs. Really cool: You may coax out more of an engine, but at the expense of the engine, which is damaged by overclocking it thus. The engines all note their maximum speed factor,a cceleration, propulsion, control devices (including stats for AC, hp, hardness, etc.) and the Driving check in question. If the “-jammer”-aspect has been lost on you so far – the weapon-section will change that: Various ballistae, including rules for pod-mounting can be found alongside spell projectors, all next to beam cannons, weapons that can fire alchemical payloads, rail cannons…the blend of the fantastic and weird is nice here. And yes, we get custom ammo as well. Weapons etc. obviously cost space – as such, we get a simple and easy to grasp Point Buy value for weapons, crew space, defensive components, etc. – the system is elegant and easy to grasp. Want a cloaking device or a heat shield? Both may well save your behind, but their point cost and weight must be considered…and yes, life support is similarly codified, as are communications, tactical components…This whole vessel section is very easily scavenged for other purposes as well – the proximity of the rules employed to classic PFRPG-vehicle rules helps there as well. Amazing: This is NOT where we stop: We also get vessel templates for e.g. blessed vessels…and if you don’t want to handcraft a vessel, starting packages help there, as does the massive Point Buy Chart array for vessels. This chapter is really, really, really good.

The Exchange

You can read the original review on End's blog at http://endzeitgeist.com/starjammer-core-rules/.

The Exchange

1 person marked this as a favorite.

Also, it is available at all of the usual locations:

Here (Paizo)

OpenGamingStore.com

DriveThruRPG


That,s weird, when I checked this morning with my table "Part 1" was not showing under the "Review" section, but now it does.

Bizarre

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